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    FAQ/Walkthrough by DSimpson

    Version: 3.4 | Updated: 02/27/10 | Search Guide | Bookmark Guide

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                      Baldur's Gate & The Tales of the Sword Coast
                                   February 27, 2010
                                     Version  3.4
                            Written by:  Dan Simpson
                                 Email:  dsimpson.faqs@gmail.com
       When emailing, use this subject:  Baldur's Gate v 3.4
                                     Email Policy: (read before emailing me!)
              If you see any mistakes, or have anything that you want to add
              please email me!  I will, of course, give you full credit for
              your addition, and be eternally grateful to you.  Email addresses
              are NOT posted in the FAQ, unless you specifically state that
              you want it to be.
    		  I don't check this email address that often, but do go through it
    		  every few weeks.
    The most recent version of this FAQ can be found at:
    This is mostly a sequential walkthrough, which means that it will go in
    the order that I think is a good one (not necessarily the best way to do
    things, but one that worked well for me).  Since a lot of elements in
    Baldur's Gate can be done at any time, this presents a few problems.  So
    currently I have all the Major Plot points listed as Main Sections, with the
    smaller areas as Sub-Sections.  This works, but I'm not sure that it is the
    best way to go about this.
      Dave, Orlandu, Ultradraco, Alex Malano, Gabriel N. J. Sheets, Andy Miller,
      Stephen Ashton, Peter Cheong Choon Wah, Jones, NCPFLJohn, KyleEChu,
      Starlight, Preston Lloid, Mer. Pike, Andrey Moujikov, Jesse LaCroix,
      Matt Canfield, D Sanders, Kelvin Groves, The Real FXD, edwardalacey,
      Operador de Sala, Patrick, Douglas D., Dark Angel (dkangel@dsuper.net),
      Duncan Clay, Jon WolF, Terry deBoer, LrdGrifter, Juha Alm, ArtAllison,
      Scott Werner, Scott Slonaker, MartectX, Rolf Zehb, Silviu, CJayC, The Bruce,
      Tonton Fred, GRiM, John Lucas, Aaron McConnell, Dennis Matheson, Ghostly,
      Gonzalo Jéldrez, Thomas de Roode, Robert Coutinho, Sir Erik Esoteric, John
      Van De Graaf, Yamian, Josh Clue, Master.SoR, Brad McClintock, Dr. Gummipress,
      danecobain, Sergio D. Morozov (SergioMorozov@Yandex.Ru)
      Anyone who emails me with nice things to say, you are appreciated!
      Bioware for making such a great little game!
    This FAQ looks best in Courier New at about 9 points.
    This Document is Copyright 1999-2010 by Dan Simpson
    Baldur's Gate and Tales of the Sword Coast are Copyright 1998-99 by Bioware
    I am not affiliated with Bioware, Interplay, or anyone who had anything to
    do with the creation of this game.  This FAQ may be posted on any site so
    long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting
    it.  You may not charge for, or in any way profit from this FAQ.
    What's New in 3.4:
        Rewrote the Tweaking Section and renamed it to "The Modern Baldur's Gate
        Install." Added a new FAQ about getting the cheats to work. Added another
        killing of Firebead from Josh Clue. Added some information from Sergio D.
        Morozov about Officer Vai, Gullykin and the Firewine Ruins.
      For a complete Version History, check out the Final Words Section at the end
      of the FAQ.
    Table of Contents:
        To navigate quickly, double click the code, press CTRL-C, then CTRL-F,
        CTRL-V and ENTER!
        i.     [IINTRD] Introduction
        ii.    [ITWKNG] The Modern Baldur's Gate Installation
        iii.   [IIICRT] Creating a Character
        iv.    [IVTMSS] Items
        v.     [VSPLLS] Spells
        vi.    [VINPCS] Companions
        vii.   [VIIGNR] Basic Strategies
               [FRQNTL] Frequently Asked Questions
               [WLKTHR] Walkthrough
        1.     [1CNDLK] Candlekeep
            a. [ATHCRS] The Crossroads
        2.     [2FRNDL] Friendly Arm Inn
        3.     [3BRGST] Beregost
            a. [AHGHHD] High Hedge
            b. [BRSWFB] Area SW of Beregost
            c. [CRSSWF] Area S-SW of Beregost
            d. [RSFBRG] Area S of Beregost
            e. [RNFNSH] Area N of Nashkel
            f. [FTMPLL] Temple
        4.     [4NSHKL] Nashkel
            a. [ACRNVL] Carnival
            b. [BRWFNS] Area W of Nashkel
            c. [CRNFGN] Area N of Gnollish Stronghold
            d. [DGNLLS] Gnollish Stronghold
            e. [ERSWFN] Area SW of Nashkel
            f. [FRSFNS] Area S of Nashkel
        5.     [5NSHKL] Nashkel Mines (Exterior)
            a. [ANSHMI] Nashkel Mines (Interior)
            b. [BRNFNM] Area NE of Nashkel Mines
            c. [CRFNSM] Area E of Nashkel Mines
        6.     [6NSHKR] Nashkel Revisited
        7.     [7BRGTR] Beregost Revisited
            a. [ARFTMP] Area E of Temple
            b. [BLCSTR] Ulcaster (Area S of Temple)
            c. [CLCSRD] Ulcaster Dungeon
            d. [DRSFLR] Area S of Ulcaster
            e. [ARNRTH] Area North of Friendly Arm Inn
        8.     [8NTHTR] On the Trail of Bandits (Area N of Beregost Revisited)
            a. [ALRSWD] Larswood
            b. [BPLDVL] Peldvale
        9.     [9BNDTC] Bandit Camp
            a. [ARFLRS] Area E of Larswood
        10.    [10B2BR] Back to Beregost
            a. [ARWFHH] Area W of High Hedge
            b. [BLGHTH] Lighthouse
            c. [CRSFLS] Area S of Lighthouse
        11.    [11CLKD] Cloakwood Forest
            a. [ACLKWD] Cloakwood Forest Two
            b. [BCKFT3] Cloakwood Forest Three
            c. [CCLKF4] Cloakwood Forest Four
        12.    [12CKMX] Cloakwood Mines (Exterior)
            a. [ACLKMI] Cloakwood Mines (Interior)
        13.    [13GLLY] Gullykin
            a. [AFRWNB] Firewine Bridge
            b. [BFRNRS] Firewine Ruins
        14.    [14BDGB] Baldur's Gate Bridge
            a. [AFRMNB] Farm N of Baldur's Gate Bridge
        15.    [15BDLR] Baldur's Gate
            a. [ABLDNE] Baldur's Gate NE Section
            b. [BBLDSE] Baldur's Gate SE Section
            c. [CBGTHS] The Harbor, Baldur's Gate S Section
            d. [DBLDSW] Baldur's Gate SW Section
            e. [EBLDCS] Baldur's Gate Central Section
            f. [FBLDGW] Baldur's Gate W Section
            g. [GBLDNW] Baldur's Gate NW Section
            h. [HBLDNS] Baldur's Gate N Section
            i. [ISWRSB] Sewers Beneath Baldur's Gate
        16.    [16CNDL] Candlekeep Revisited
        17.    [17CNDC] Candlekeep Catacombs
            a. [ACNLC2] Candlekeep Catacombs 2
            b. [BCNDC3] Candlekeep Catacombs 3
        18.    [18BLDG] Baldur's Gate Revisited
        19.    [19THDC] The Ducal Palace
        20.    [20NTHT] On the Trail of Sarevok
        21.    [21THHD] The Hidden City
               [TLSFTH] Tales of the Sword Coast
        1.     [1TSLGT] Ulgoth's Beard
            a. [ATSCDG] The Ice Dungeon
        2.     [2TSDRL] Durlag's Tower (exterior)
            a. [ATSDTI] Durlag's Tower (interior, above ground)
            b. [BTSIND] Durlag's Tower (interior, underground)
            c. [CUBRSA] Ulgoth's Beard Revisited
        3.     [3TSWWI] Werewolves' Island
            a. [ATSWIN] Werewolves' Island North
            b. [BSHPWR] Shipwreck
            c. [CTSRTT] Return to the Village
            d. [DTSNDR] Underground Passage
            e. [ELGBFL] Ulgoth's Beard Finale
               [PPNDCS] Appendices
        A.     [AAMMNS] Monsters & Monster Strategies
        B.     [ABMSCI] Miscellaneous Information
        C.     [ACTGOR] The Gods of the Realm
        D.     [DGDTNC] Guide to Naming Characters
        E.     [ECHRCT] Character Sounds
        F.     [FTLTSE] Utilities & Editors
        G.     [GNNDTR] Non Editor Cheats
        H.     [HNLNRS] Online Resources
        I.     [ISTRNG] Strange Things
        J.     [JMMDSS] The Dark Side of the Sword Coast
               [FNLWRD] Final Words...
                        Version History
    i. Introduction                                                      [IINTRD]
      Strange things are happening in the Sword Coast.  The iron has gone bad,
      every weapon forged with it is completely worthless.  Bandits plague the
      Coast stealing everything else that already isn't ruined.  And people are
      muttering that it is all the work of an outside interest bent on domination.
      Some say that it is the Zhentarim, some say that it is the Amnish, although
      they have troubles of their own.
      Amidst all of this you have grown up in seclusion in the Candlekeep fortress,
      a keep of knowledge.  You have never known your parents, instead you were
      raised by the Sage Gorion.  You might have remained in this sheltered life
      forever, had not fate played its hand.  Because of the growing threat of evil
      in the world, Gorion feels compelled to remove you from Candlekeep, and take
      you to another hiding place where he will "explain everything".
      And so it began...
      Baldur's Gate is the latest in a long string of games set in the Forgotten
      Realms.  The game uses (for the most part) the AD&D rules to set the
      gameplay.  It also endeavors to create the sense that you are on an AD&D
      quest yourself, and not just playing the game, but rather are in the game.
      I orignally omitted information that I felt duplicated entries found in the
      game manual. Since most people buying the game now won't get a manual, I
      am attempting to add in more of this information.
      Some jargon...
      PC    = Player Character
      NPC   = Non-Player Character, everyone who isn't you
      BG    = Baldur's Gate
      TotSC = Tales of the Sword Coast
      "Force-Talk" is when you initiate dialogue rather than wait for a character
              to speak to you. When the person is in your party, you have to use
              the button on the toolbar (default key: F1) to do so.
      "Force-Attack" is when you attack a non-hostile NPC or creature. This is
              done with the button on the toolbar (default key: F2) or by clicking
              on your equipped weapon on the toolbar, then clicking the NPC /
      x,y   = I use a coordinate system in the walkthrough. It is listed in pixels
              on the terrain map. x 0, y 0 is the very top left. So, x 1000, y 1000
              is 1000 pixels to the "east" (or right) and 1000 pixels to the south
              (or down). You can find the coordinates by pressing the L key. This
              will tell you what the x,y values are at your mouse.
    ii. The Modern Baldur's Gate Installation                            [ITWKNG]
      This section covers both unofficial patches, and even more unofficial
      "tweaks."  It has been a long, long time since Bioware has released anything
      official for BG1.  Which has left the door wide open for some fan
      modifications (mods)!
      There are three general categories of mods:
        1. Unofficial patches. This merely tries to fix what was broken before.
           Maybe a quest was bugged, or an item didn't work the way its description
           was written. But the patch keeps things basically as the developers
        2. Gameplay tweaks and restorations. In the second category, something is
           altered. The best example of this is the Baldur's Gate II tweak that
           restores the Grandmastery specialization perk to how it was in Baldur's
           Gate I.
        3. New content. And finally, there is new content. Could be new monsters,
           a new quest, some new travelling buddies, or even a new talking sword.
      You can find a great assortment of all of these here:
      And a lot of new content mods here:
      I have long enjoyed the Baldurdash unofficial patch for Baldur's Gate (as
      well as his later work on Oblivion). Further work has been done on the
      tweak front, and I'm currently using the BG1 Tweak pack from Gibberlings 3.
      A Modern Installation:
        So, when I was installing BG on my new computer, I knew for sure that I
        didn't want to play in 640x480. My current monitor is widescreen, for
        starters, and native in 1680x1050. Now, the Baldur's Gate II engine has
        support for 800x600 and “support” for even higher resolutions than that.
        Essentially what we are going to be doing is playing Baldur's Gate I in the
        Baldur's Gate II engine. So, obviously both games must be installed for any
        of this to work.
        What we are using today is called Baldur's Gate Trilogy (WeiDU version).
        Instead of creating a new BG1 game that uses the BG2 engine, BGT
        adds the BG1 data to BG2. That means you start a new game in Candlekeep
        and play continuously through all of BG1, BG2 and into Throne of Bhaal.
        This eliminates the need to transfer your character. You can find "BGT" at
        the Spellhold Studios link above.
        Also from pocketplane I grab the BG1 Unfinished Business tweak pack. This
        restores some of the “cut content” that Bioware had worked on but removed
        before release.
        Then from Gibberlings 3, I install the BG1 Tweak pack, the Widescreen
        mod, eScript (for updated AI behavior for my companions), and the BG1 NPC
        Project (for vastly better companion interactions), and the Oversight mod.
        With the Widescreen mod, I can set my game resolution to whatever I want,
        so I first tried full-screen at 1680x1050! I found that made my characters
        too small on the screen, so I changed it to 1280x800.
        I mostly went for things from the bugfix and tweak categories, leaving out
        many mods that add new content.
        The installation has a few minor quirks, so here is the installation order
        that I used:
          1. Install BG1 & TotSC
               Note: To avoid any problems with Windows, I always install in a non-
                     standard place, such as C:\games\Baldur's Gate\
          2. Patch TotSC
          3. Install BG2 & ToB
          4. Patch ToB
          5. Install Oversight
          6. Install BG2 Fixpack (MUST be installed before BGT)
          7. Install Ascension (MUST be installed before BGT)
          8. Install Turnabout
          9. Install BGT
          10. Install bg1npc
          11. Install BG1UB
          12. Install Unfinished Business
          13. Install BG2 Tweaks (do not install faster cutscenes and dreams)
          14. Install Widescreen
        Note: Both Baldur's Gate Trilogy and TuTu have a rather nasty bug
              when you leave Beregost. On occasion it will crash your game and
              corrupt your save-game. It is vital that you create a save before you
              enter Beregost (I just keep one, and call it “Pre-Beregost Save”),
              and another test save for when you leave Beregost (“Post-Beregost
              Save”). Once you have left Beregost and saved it, immediately reload
              that save. If it loads then congratulations you didn't get the bug!
        When you have finished BG1 using Trilogy, you just talk to Duke Eltan again
        and he sends you on a mission that starts BG2.
      Baldur's Gate TuTu (EasyTutu)
        Alternatively there is “EasyTutu”. From the pocketplane link above, this
        program melds together the Baldur's Gate 1 data with the Baldur's Gate 2
        engine. This gets you the advanced classes, kits, spells, etc. from the
        sequel, right within the first game. Requires both games installed on
        your computer already. EasyTutu already includes the unofficial patches.
        It still creates a separate game program from Baldur's Gate II. So once
        you are done playing in Baldur's Gate I, you still export your game to
        Baldur's Gate II as normal.
        Note: If you want to use “3d accelerating” you will want to install the
              green water fix immediately after installing EasyTutu.
      The Big Picture
        Found at Spellhold Studios, TBP is designed around BGT and getting every
        mod included and compatible. It adds a lot of new, fan-created content.
      Note: If you use either Tutu or BGT, you will need to use the x key to find
            the x,y coordinates instead of the L key.
    iii. Creating a Character                                            [IIICRT]
      Creating a Character is the most important thing that you do in the game.
      Period.  This has an effect on everything else in the game.  If you do it
      well, you will succeed and easily, if you do it poorly, you will have a much
      harder time of it, and possibly even fail.
      So let's run down the basics of creating a character:
        Gender:  This doesn't matter, except as a personal choice.
        Race:  I usually take a Human here as they are good all around.  It should
               be noted that there are considerable benefits to taking other races,
               such as Elves getting a bonus to Dexterity (a Max of 19) and Dwarves
               getting a bonus to Constitution (a Max of 19), but they also have
               drawbacks; such as Elves having a Max Constituion of 17 and Dwarves
               having a Max Dexterity of 17.
               Also if you want to be a Multi-Class character, you should probably
               take Half-Elf.  Personally, I would avoid Multi-Class characters, as
               they take longer to level up, and are usually weaker to start with.
               So, I'd take a human.
        Class:  Here, I'd take Fighter.  They level up well, and have good all
                around fighting abilities.  If you take a Ranger or a Paladin, you
                get a couple bonus abilities, but it takes longer to level up,
                which just isn't worth it to me.  And since you get Special
                Abilities anyway (see General Strategies below), you don't really
                need to be a Cleric.  Imoen is a good thief, and she pretty much
                starts with you, so you don't need to be a thief.
                So, I'd be a Fighter.
                Note:  Even if you start out as a Fighter, as long as you are
                       human, you don't have to stay a fighter! You can "dual
                       class" and pick up some other skills. Once you are level
                       2 you click on "dual class", pick a new class and you will
                       then switch over. Once your new class level is higher than
                       your old class level, you regain your old skills as well.
        Alignment:  Go with Lawful Good.  This starts your reputation at 12, and
                    reputation is a good thing to have in abundance. (it makes
                    items purchased in shops cheaper) You can find your reputation
                    in your character record screen (default key: R).
                    Alternatively, you could go with an evil party, but keep the
                    reputation above 6 or the guards will start to attack you
                    wherever you go. You can also run an evil party at high
                    reputations, but if you go past 18 rep, evil companions will
                    hit the road. Conversely, at very low reputations (2 or below)
                    good companions will leave you.
        Abilities:  This is the most important part of character creation!  You
                    have to try to get the best stats that you can possibly get,
                    and the only way to do that is to re-roll constantly.  How good
                    your stats get mostly depends on how patient you are in
                    re-rolling.  You can customize your stats, if you want.  Simply
                    decrease the amount in one stat, and use those points to
                    increase another stat.
                    First, decide what you want your main character to do. Front-
                    line fighter or backline ranged. You will get a party of 6
                    (5 others and yourself) eventually, and for balance, you will
                    want at least 3 up front and 3 in the back. Since I think there
                    are very good NPC archers already, and not as good options at
                    front-line, I play a melee fighter.
                    If you are a fighter here are some recommended minimum stats to
                    try for:
                      STR:  18/51  -- affects melee ability to hit and damage
                      DEX:  11*    -- affects armor class, and ranged hit & damage
                      CON:  18**   -- affects HP
                      INT:  10     -- used for spells and lore (mage)
                      WIS:  10     -- used for spells and lore (cleric, druid)
                      CHA:  18     -- affects quest rewards and store prices
                      *  DEX can be low because of the Gauntlets of Dexterity, see
                         General Strategies below. However, this uses your bracers
                         slot so you wouldn't be able to use the Gauntlets of
                         Weapon Focus / Specialization. You can also try dropping
                         INT and WIS more to boost DEX.
                      ** CON adds a certain amount of HP per level gained. If you
                         gain enough CON you will not only gain more HP next level,
                         but you will also gain all the HP you would have gained
                         retroactively as well. e.g. I'm level 5 and use the manual
                         of bodily health to increase my CON from 18 to 19. I
                         instantly gain 5 HP. You cannot use a potion on level up
                         to trick the game into giving you more HP, once the potion
                         wears off, the HP are lost.
                      A Fighter who doesn't want to use the Gauntlets of Dexterity
                      might look like this:
                      STR:  18/00***
                      DEX:  18
                      CON:  18
                      INT:   7
                      WIS:   8
                      CHA:   9 (18 if you can get it)
                      *** The strength score comes in many flavors of "18." Non-
                          fighters will cap at just 18. Then there are the 18/01
                          to 18/00 scores. Think of 18/00 as 18 and 100, as it is
                          the highest, and 18/01 is the lowest.
                      Make sure not to neglect Charisma!  It's more important than
                      you might think (stores sell things cheaper, and people may
                      treat you better).  Of course, you can just cast Friends on
                      yourself to become more... Charismatic. If you don't care
                      about that, just give yourself max Dex and drop Charisma.
                      That's why they call it a "dump stat."
                      Once set, your stats will remain the same throughout the
                      entire game.
                      Tip: There are several books in the game that raise your
                           attributes. The physical books are called Manuals (like
                           the Manual of Bodily Health that raises CON by +1), and
                           the mental books are called Tomes. These are the only
                           ways to increase your stats. If you are going to export
                           your character to BG2, you should use the books only on
                    If you aren't a Fighter, then drop STR and improve the stat
                    most associated with your ability.  INT for mages, WIS for
                    clerics and druids, DEX for thieves and archers (rangers).
        Skills:  These are your proficiency points.  Think of it as which weapons
                 your character is skilled in.  Based on which class you are, set
                 two points to that characters likely primary weapon:
                   Fighter, Paladin -- Large Sword
                   Thief            -- Small Sword
                   Ranger           -- Bow
                   Mage             -- Missile Weapons (for slings)
                 Then give the other points to either Bow or Missile Weapons.
                 Note:  If you are a Ranger, then you also have to select your
                        Racial Enemy here.  I'd take Spider, as they seem to be
                        most prolific.
        Appearance:  Whatever you think looks good.
        Name:  Whatever you think sounds good.  Check out Appendix D. Guide to
               Naming Characters if you need some ideas.
      Tip: Still lost about what all these numbers and stats mean? Try out my
           AD&D Rules FAQ, also found at www.gamefaqs.com.
    iv. Items                                                            [IVTMSS]
    Note:  Prices are all based on an average reputation, where they neither give
           you the "Hero's Discount" or the "Villain's Markup".  These prices were
           also based on a "Super Charisma", that is, two over 18.  To get a Super
           Charisma start by having 18, and then wear Algernon's Cloak.  And if you
           find a Tome of Leadership and Influence (Charisma +1), you can get up to
           21 Charisma.  The worse your Charisma, the higher these prices will be!
    Note:  Prices are also dependent on supply. If a store already has an item that
           you are selling, they will give you a lesser price than they would if it
           was the first of that item that they saw. So, if you have 3 Plate Mails,
           sell them all at once to maximize the profit. The exception to this are
           gems, which keep their value.
    Note:  Mage Scrolls are listed in section iv. Spells, wheras Cleric Scrolls are
           listed here. (this is because you can Write Magic from a Mage Scroll but
           cannot from a Cleric)
    Note:  Although Inns are open 24 hours a day, many shops close during the
    Note:  Your alignment affects how expensive Raise Dead is going to cost for
           you, depending on the temple that you are in.  If you are an Evil
           character in a Good Temple, it will be quite expensive (10000 gp).
      Shops (a * indicates that this item is only found in the Expansion Pack)
        There are four types of business (or "shop")
          - Store (Buy and Sell)
          - Tavern (Drink)
          - Inn
            - *Inn (Drink and Peasant rooms)
            - **Inn (Drink, Peasant and Merchant rooms)
            - ***Inn (Drink, Peasant, Merchant and Noble rooms)
            - ****Inn (Drink, Peasant, Merchant, Noble and Royal rooms)
          - Temple (Healing, Donate, Buy and Sell, Identify)
        All temple priests will identify items and so will some store owners.
        There are some stores you can steal from.  Stolen (fenced) items cannot be
        - Candlekeep Inn (AR2616) ****INN + STORE - Winthrop (can steal)
            Battle Axe               5gp         Quarter Staff               1gp
            Throwing Axe (5)         5           Bastard Sword              28
            Club                     1           Long Sword                 16
            Flail                   16           Short Sword                11
            Mace                     8           2-Hnd Sword                56
            Morningstar             11           Scimitar*                  61
            Composite Long Bow     112           Bullet (20)                 1
            Long Bow                84           Heavy Crossbow             56
            Short Bow               33           Light Crossbow             39
            Dagger                   2           Bolt (20)                   1
            Throwing Dagger (5)      5           Arrows (20)                 1
            Darts (10)               1           Chain Mail                 84
            Halberd                 11           Splint Mail                89
            War Hammer               2           Leather Armor               5
            Sling                    1           Studded Leather            22
            Spear                    1           Small Shield                3
            Buckler                  1           Medium Shield               7
            Large Shield            11           Helmet                      1
        - Temple of Oghma (x 4048 y 547) TEMPLE - Priest of Oghma
            Cure Light Wounds       50gp         Cure Serious Wounds       100gp
            Dispel Magic           200           Slow Poison               150
            Remove Curse           500           Raise Dead               2000
            Potion of Healing       84gp         Antidote                  112gp
            Elixer of Health       560           Stone to Flesh Scroll     168
        - The Friendly Arm (AR2301) ****INN + STORE - Bentley Mirrorshade
            Battle Axe               6gp         Long Sword                 19gp
            Throwing Axe (5)         6           Short Sword                12
            Club                     1           2-Hnd Sword                63
            Flail                   19           Heavy Crossbow             63
            Mace                    10           Light Crossbow             44
            Morningstar             12           Arrows (20)                 1
            Composite Long Bow     127           Bolts (20)                  1
            Long Bow                95           Bullet (20)                 1
            Short Bow               38           Chain Mail                 95
            Dagger                   2           Splint Mail               101
            Dart (10)                1           Leather Armor               6
            Halberd                 12           Plate Mail                762
            War Hammer               2           Small Shield                6
            Sling                    1           Medium Shield               8
            Spear                    1           Large Shield + 1         2540
            Quarter Staff            1           History/Fateful Coin        2
            Bastard Sword           31           History/Unicorn Run         2
        - Temple of Wisdom (AR2304) TEMPLE - Gellana Mirrorshare
            Cure Light Wounds       50gp         Cure Serious Wounds       100gp
            Dispel Magic           200           Slow Poison               150
            Remove Curse           500           Raise Dead               2000
            Potion of Healing       84gp         Antidote                  112gp
            .. of Genius           336           Elixer of Health          280
            .. of Mind Focusing    560           Stone to Flesh Scroll     168
            .. of Insight          336
        - Feldepost's Inn (AR3351) ****INN + STORE
            History/Fateful Coin     2gp         Bracers AC8              3360gp
            Amulet + 1            3360           Bullet + 1                 17
            Arrow + 2 (2)           40           Chainmail + 1            1792
            Battle Axe + 1        1680           Medium Shield + 1        1680
            Flail                   16           Bastard Sword + 1        2800
            Comp. Long Bow + 1    2800           Two Handed Sword           56
        - Jovial Juggler (AR3304) ****INN
        - Red Sheaf (AR3357) **INN
        - Burning Wizard (AR3307) ****INN
        - Thunderhammer Smithy (AR3301) STORE - Taerom Fuiruim (will identify)
            Battle Axe               5gp         Spear                       1gp
            Throwing Axe (5)         5           Quarter Staff               1
            Club                     1           Quarter Staff +1          560
            Flail                   16           Bastard Sword              28
            Mace                     8           Long Sword                 16
            Mace +1               1680           Long Sword +1            1600
            Morningstar             11           Short Sword                11
            Composite Long Bow     112           Short Sword +1            896
            Long Bow                84           Heavy Crossbow             56
            Short Bow               33           Light Crossbow             39
            Short Bow +1          1680           Arrows (20)                 1
            Dagger                   2           Arrows +1 (10)            112
            Dagger +1              336           Arrows of Ice (10)        336
            Throwing Dagger (10)    11           Arrows of Biting (10)     560
            Dart (20)                1           Arrows +2 (10)            201
            Dart +1 (10)            89           Bolt (20)                   1
            Halberd                 11           Bolt +1 (10)              112
            War Hammer               2           Bullet (20)                 1
            Sling                    1           Bullet +1 (10)             89
            Sling +1               112           Light Crossbow/Speed     8960
            Dagger of Venom      11200
            Chainmail               84gp         Medium Shield               7gp
            Splint Mail             89           Medium Shield +1         1680
            Helmet                   1           Large Shield               11
            Leather Armor            5           Buckler                     1
            Leather Armor +1      1120           Full Plate               6720
            Studded Leather         22           Shadow Armor            11760
            Small Shield             3           Plate Mail                672
            Small Shield +1       1120
        - High Hedge (AR3202) STORE - Thalantyr (will identify)
            Dart +1 (5)             44gp         Potion of Perception      392gp
            Arrows +1 (5)           56           .. of Regeneration        560
            Acid Arrows (5)        280           Potion of Insight         336
            Bolt +1 (5)             56           Potion of Strength        392
            Bolt of Lightning (5)  168           Potion of Freedom         280
            Bolt of Biting (5)     420           .. of Magic Blocking     1680
            Bullet +1 (5)           44           .. of Mirrored Eyes       448
            Potion of Fire Resist  448           Wand of Sleep            1680
            Potion of Healing       84           Wand of Fear             2240
            Elixer of Health       280           Horn of Kazgaroth       10080
            Potion of Cold Resist  280           Claw of Kazgaroth       11200
            Potion of Explosions   504           Robe Good Archmagi      22960
            Potion of Infravision  112           Robe Neutral Archmagi   22960
            Potion of Insulation   190
            Protection Scrolls:
            Protection from Acid           840gp
            Protection from Cold           840
            Protection from Electricity    840
            Protection from Fire           840
            Protection from Magic         2240
            Protection from Poison         840
            Protection from Undead         840
            Spells: The spells can be found in the spells section below.
        - Temple of Helm (AR4802) TEMPLE - Nalin
            Cure Light Wounds       50gp         Cure Serious Wounds       100gp
            Dispel Magic           200           Slow Poison               150
            Remove Curse           500           Raise Dead*           600-10000
            Potion of Healing       84gp         Antidote                  112gp
            Elixer of Health       280           Stone to Flesh            168
            * - Raise Dead costs differently depending on the person's alignment
        - Nashkel Store (AR4803) STORE (will identify and can steal)
            Battle Axe               5gp         Long Sword                 16gp
            Throwing Axe (5)         5           Short Sword                11
            Club                     1           2-hnd Sword                56
            Flail                   16           Heavy Crossbow             56
            Mace                     8           Light Crossbow             39
            Morningstar             11           Arrows (20)                 1
            Composite Long Bow     112           Bolts (20)                  1
            Long Bow                84           Bullets (20)                1
            Short Bow               33           Chainmail                  84
            Dagger                   2           Splint Mail                89
            Dart (10)                1           Leather Armor               5
            Halberd                 11           Plate Mail                672
            War Hammer               2           Small Shield                3
            Sling                    1           Medium Shield               7
            Spear                    1           Large Shield +1          2240
            Quarter Staff            1           History/Fateful Coin        2
            Bastard Sword           28
        - Belching Dragon Tavern (aka The Northern Light) (AR4809) TAVERN
        - Nashkel Inn (AR4801) ***INN
        - Merchant Tent (x 2523 y 2837) STORE (will identify)
            Necklace of Missiles  2240gp         Protection/Acid           840gp
            Amulet/Protection +1  3360           Protection/Cold           840
            Shield Amulet          560           Protection/Fire           840
            Ring of Infravision    840           Protection/Electricity    840
                                                 Protection/Petrification  840
        - Carnival Shop (x 2827 y 3008) STORE (will identify and can steal)
            Battle Axe               5gp         War Hammer                  2gp
            Throwing Axe (5)         5           Spear                       1
            Club                     1           Quarter Staff               1
            Flail                   16           Bastard Sword              28
            Mace                     8           Long Sword                 16
            Morningstar             11           Short Sword                11
            Dagger                   2
        - Carnival Shop (x 3194 y 3282) STORE (will identify and can steal)
            Throwing Axe (5)         5gp         Heavy Crossbow             56gp
            Composite Long Bow     112           Light Crossbow             39
            Long Bow                84           Arrows (20)                 1
            Short Bow               33           Arrows/Piercing (2)       112
            Throwing Dagger (5)      5           Bolt (20)                   1
            Dart (10)                1           Bullet (20)                 1
            Sling                    1
        - Carnival Shop (x 3246 y 2618) STORE (will identify and can steal)
            Chain Mail              84gp         Small Shield                3gp
            Splint Mail             89           Medium Shield               7
            Leather                  5           Large Shield               11
            Studded Leather         22
        - Song of the Morning Temple (AR3402) TEMPLE - Keldath Ormlyr
        - Temple of Yondalla (aka Temple of Helm) (AR4003) TEMPLE - Alvanhendar
            Cure Light Wounds       50gp         Cure Serious              100
            Dispel Magic           200           Slow Poison               150
            Remove Curse           500           Raise Dead            600-10000
            Potion of Healing       84           Antidote                  112
            Elixer of Health       280           Stone to Flesh Scroll     168
        - Lucky Aello's Discount Store (AR 0800, x 3123 y 1011)
            Oil of Speed           168gp (cursed)
            Potion of Healing      168
            Antidote                56   (cursed)
            Potion of Perception   392
            Various Cursed Scrolls   1
        - Bar (AR 0800, x 3400 y 1700) -- Rest, Drinks
        - Elfsong Tavern (AR 0800, x 1800 y 2370) -- Rest, Drinks
        - Elfsong Tavern Second Floor -- Buys/Sells, Identifies
            Necklace of Missiles  2240gp         Protection/Cold           840gp
            Amulet/Protection +1  3360           Protection/Electricity    840
            Shield Amulet          560           Protection/Fire           840
            Ring of Infravision    840           Protection/Petrification  672
            Protection/Acid        840
        - Silence Shop (AR 0800, x 3360 y 2000) -- Rest, Buys/Sells
            Dagger                   2gp         Cloak of Protection +1   5600gp
            Leather Armor            5           Dart +1 (5)                44
            Sling                    1           Dart of Stunning (5)      560
            Bastard Sword           28           Sling +1                  112
            Long Sword              16           Potion of Master Thief    448
            Short Sword             11           Potion of Agility         336
            Studded Leather         22           Bullet (20)                 1
            Studded Leather +1    1680           Bullet +1 (20)            179
            Leather Armor +1      1120           Bullet +2 (20)            336
        - Sorcerous Sundries (AR 0800, x 1025 y 1950) -- Buys/Sells 77, Identifies
            Hide Armor               7gp         Antidote                  112gp
            Battle Axe +1         1680           Potion of Clarity         784
            Dart +1 (5)             44           Potion of Cold Resist     280
            Dart of Stunning (5)   560           Potion of Defense         784
            Dart of Wounding (5)   280           Potion of Explosions      504
            Bastard Sword +1      2800           Potion of Firebreath      280
            Long Sword +1         1400           Potion of Fortitude       560
            Arrows +1 (5)           56           Potion of Genius          336
            Arrow of Slaying (1)  2800           Potion of Infravision     112
            Acid Arrows (5)        280           Potion of Insulation      190
            Arrows of Biting (5)   280           Potion of Magic Blocking 1680
            Arrows/Detonation (5) 1680           Potion of Magic Protect  1120
            Arrows/Dispelling (5) 1680           Potion of Magic Shield   1400
            Arrows of Fire (5)     140           Potion of Master Thief    448
            Arrows of Ice (5)      168           Potion of Mind Focusing   560
            Arrows of Piercing (5) 280           Potion of Mirrored Eyes   448
            Arrows +2 (5)          100           Potion of Perception      392
            Bolt +1 (5)             56           Potion of Regeneration    560
            Bolt of Lightning (5)  168           Potion of Insight         336
            Bolt of Biting (5)     420           Potion of Strength        392
            Bolt +2 (5)             84           Potion of Freedom         280
            Bullet +1 (5)           44           Potion of Stone Form      560
            Bullet +2 (5)           84           Protection from Acid      840
            Potion of Fire Resist  448           Protection from Cold      840
            .. of Hill Giant Str   336           Protection/Electricity    840
            .. of Frost Giant Str  840           Protection from Fire      840
            .. of Fire Giant Str  1120           Protection from Magic    2240
            .. of Cloud Giant Str 1400           Protection from Poison    840
            .. of Storm Giant Str 1680           Protection from Undead    840
            Potion of Healing       84           Wand of Fear             2240
            Potion of Heroism      896           Wand of Magic Missiles    560
            Potion of Invisibility 280           Wand of Paralyzation     2800
            .. of Invulnerability 1344           Wand of Fire             9856
            .. of Stone Giant Str  560           Wand of Frost            3360
            Oil of Fiery Burning   560           Wand of Lightning        4480
            Oil of Speed           560           Wand of Sleep            1680
            Elixer of Health       280           Wand/Monster Summoning   5600
            Potion of Absorb       672           Wand of the Heavens      3360
            Potion of Agility      336
        - Maltz's Weapon Shop (AR 0800, x 1111 y 2935) -- Buys/Sells, Ident, Steals
            Battle Axe               5gp         Short Sword                11gp
            Throwing Axe (5)         5           Two Handed Sword           56
            Club                     1           Arrows (20)                 1
            Flail                   16           Bolts (20)                  1
            Mace                     8           Bullets (20)                1
            Morningstar             11           Chainmail                  84
            Dagger                   2           Splint Mail                89
            Halberd                 11           Leather Armor               5
            War Hammer               2           Studded Leather Armor      22
            Sling                    1           Plate Mail                672
            Spear                    1           Small Shield                3
            Quarter Staff            1           Medium Shield               7
            Bastard Sword           28           Large Shield +1          2240
            Long Sword              16
        - Thieves' Guild, Black Lily (only available in Chapter 7!) -- Buys/Sells,
            Dagger                   3gp         Studded Leather +1       2250gp
            Dart +1 (5)             60           Leather +1               1500
            Dart of Stunning (5)   750           Cloak of Protection +1   7500
            Sling                    1           Potion of Master Thief    600
            Sling +1               150           Potion of Agility         450
            Bastard Sword           37           Potion of Heroism        1200
            Long Sword              22           Potion of Fire Giant STR 1500
            Short Sword             15           .. of Frost Giant (2)    2250
            Bullet (20)              1           Oil of Speed              750
            Bullet +1 (10)         120           Antidote                  150
            Bullet +2 (10)         225           Potion of Magic Blocking 2250
            Arrows of Dispel (5)  2250           Potion of Magic Protect  1500
            Arrows +2 (5)          135           Potion of Magic Shield   1875
            Arrows +1 (10)         150           Potion of Healing         112
            Arrows of Biting (5)   375           Potion of Power          2550
            Leather Armor            7           .. of Cloud Giant STR    1875
            Studded Leather         30
        - Potion Shop (AR 1300, x 2150 y 415) -- Buys/Sells, Identifies, Steals
            Potion of Regeneration 540gp         Antidote                  112gp
            Potion of Insight      336           Potion of Cold Resist     280
            Potion of Freedom      280           Oil of Speed              168
            Potion of Fire Resist  448           Potion of Defense         784
            .. of Hill Giant STR   336           Potion of Healing         168
            Potion of Healing       84           Potion of Infravision     112
            Potion of Invisibility 280           Potion of Insulation      190
            Oil of Fiery Burning   560           Antidote                   56
            Oil of Speed           560           Potion of Magic Protect  1120
            Elixer of Health       280           Potion of Magic Shield   1400
            Potion of Absorbtion   672           Potion of Master Thief    448
            Potion of Agility      336           Potion of Stone Form      560
        - Potion Shop 2 (AR 1300, 825 y 2563) -- Buys/Sells, Identifies, Steals
            Potion of Regeneration 540gp         Antidote                  112gp
            Potion of Insight      336           Potion of Cold Resist     280
            Potion of Freedom      280           Oil of Speed              168
            Potion of Fire Resist  448           Potion of Defense         784
            .. of Hill Giant STR   336           Potion of Healing         168
            Potion of Healing       84           Potion of Infravision     112
            Potion of Invisibility 280           Potion of Insulation      190
            Oil of Fiery Burning   560           Antidote                   56
            Oil of Speed           560           Potion of Magic Protect  1120
            Elixer of Health       280           Potion of Magic Shield   1400
            Potion of Absorbtion   672           Potion of Master Thief    448
            Potion of Agility      336           Potion of Stone Form      560
        - Blade and Stars Inn (AR 1300, x 200 y 666) -- Rests, Drinks
        - Anonymous Inn (AR 1300, x 1700 y 2300) -- Rests, Drinks
        - Low Lantern (AR 1200, x 3420 y 3090) -- Rests, Drinks
        - Jopalin's Tavern (AR 1200, x 2675 y 550) -- Rests, Drinks
        - Potion Shop (AR 1100, x 3120 y 600) -- Buys/Sells, Identifies, Steals
            Potion of Regeneration 540gp         Antidote                  112gp
            Potion of Insight      336           Potion of Cold Resist     280
            Potion of Freedom      280           Oil of Speed              168
            Potion of Fire Resist  448           Potion of Defense         784
            .. of Hill Giant STR   336           Potion of Healing         168
            Potion of Healing       84           Potion of Infravision     112
            Potion of Invisibility 280           Potion of Insulation      190
            Oil of Fiery Burning   560           Antidote                   56
            Oil of Speed           560           Potion of Magic Protect  1120
            Elixer of Health       280           Potion of Magic Shield   1400
            Potion of Absorbtion   672           Potion of Master Thief    448
            Potion of Agility      336           Potion of Stone Form      560
        - Potion Shop 2 (AR 1100, x 2535 y 2317) -- Buys/Sells, Identifies, Steals
            Potion of Regeneration 540gp         Antidote                  112gp
            Potion of Insight      336           Potion of Cold Resist     280
            Potion of Freedom      280           Oil of Speed              168
            Potion of Fire Resist  448           Potion of Defense         784
            .. of Hill Giant STR   336           Potion of Healing         168
            Potion of Healing       84           Potion of Infravision     112
            Potion of Invisibility 280           Potion of Insulation      190
            Oil of Fiery Burning   560           Antidote                   56
            Oil of Speed           560           Potion of Magic Protect  1120
            Elixer of Health       280           Potion of Magic Shield   1400
            Potion of Absorbtion   672           Potion of Master Thief    448
            Potion of Agility      336           Potion of Stone Form      560
        - General Store (AR 1100, x  y ) -- Buys/Sells, Identifies, Steals
            Battle Axe               5gp         Short Sword                11gp
            Throwing Axe (5)         5           Two Handed Sword           56
            Club                     1           Arrows (20)                 1
            Flail                   16           Bolts (20)                  1
            Mace                     8           Bullets (20)                1
            Morningstar             11           Chainmail                  84
            Dagger                   2           Splint Mail                89
            Halberd                 11           Leather Armor               5
            War Hammer               2           Studded Leather            22
            Sling                    1           Plate Mail                672
            Spear                    1           Small Shield                3
            Quarter Staff            1           Medium Shield               7
            Bastard Sword           28           Large Shield +1          2240
            Long Sword              16
        - Inn (AR 1100, x 1100 y 2200) -- Rest, Drinks
        - Drakon Tavern (AR 0700, x 1560 y 1360) -- Rest, Drinks
        - General Store (AR 0300, x 2180 y 2515) -- Buys/Sells, Identifies, Steals
            Battle Axe               5gp         Short Sword                11gp
            Throwing Axe (5)         5           Two Handed Sword           56
            Club                     1           Arrows (20)                 1
            Flail                   16           Bolts (20)                  1
            Mace                     8           Bullets (20)                1
            Morningstar             11           Chainmail                  84
            Dagger                   2           Splint Mail                89
            Halberd                 11           Leather Armor               5
            War Hammer               2           Studded Leather            22
            Sling                    1           Plate Mail                672
            Spear                    1           Small Shield                3
            Quarter Staff            1           Medium Shield               7
            Bastard Sword           28           Large Shield +1          2240
            Long Sword              16
        - Splurging Surgeon (AR 0300, x 411 y 2885) -- Rest, Drinks
        - Blushing Mermaid (AR 0300, x 200 y 1750) -- Rest, Drinks
        - High Hall of Wonders (AR 0600, x 3800 y 940) -- Cures, Donate, Buys/Sells
            Cure Light Wounds       50gp         Cure Serious Wounds       100gp
            Dispel Magic           200           Slow Poison               150
            Remove Curse           500           Raise Dead              600-10000
            Potion of Healing       78           Elixer of Health          262
            Oil of Speed           525           Stone to Flesh Scroll     157
            Antidote               105
        - Helm and Cloak Inn (AR 0100, x 3550 y 2900) -- Rest, Drinks
        - Inn (AR 0100, x 3025 y 1670) -- Rest, Drinks
        - Temple of Helm (AR 0200, x 1550 y 1090) -- Cure, Donate, Buy/Sell, Ident.
            Cure Light Wounds       50gp         Cure Serious Wounds       100gp
            Dispel Magic           200           Slow Poison               150
            Remove Curse           500           Raise Dead              600-10000
            Potion of Healing       84           Stone to Flesh Scroll     168
            Antidote               112           Elixer of Health          280
        - Three Old Kegs (AR 0200, x 3700 y 2370) -- Drinks, Rest
      ULGOTH'S BEARD (Tales of the Sword Coast)
        - Ulgoth's Beard Inn (x 2360 y 535) -- Buys/Sells, Rest
            Battle Axe               7gp         Arrows (20)                 1gp
            Throwing Axe (5)         7           Acid Arrows (10)          710
            Club                     1           Arrows +2 (10)            255
            Flail                   21           Bolt (20)                   1
            Mace                    11           Bolt +1 (10)              142
            Morningstar             14           Bolt of Lightning (10)    426
            Composite Long Bow     142           Bullet (20)                 1
            Long Bow               106           Bullet +2 (10)            213
            Short Bow               42           Chainmail                 106
            Dagger                   2           Splint Mail               113
            Dart (10)                1           Hide Armor                  9
            Dart +1 (10)           113           Leather Armor               7
            Dart of Stunning (10) 1420           Plate Mail Armor          852
            Halberd                 14           Small Shield                4
            War Hammer               2           Medium Shield               9
            Sling                    1           Large Shield +1          2840
            Spear                    1           Potion of Healing         106
            Quarter Staff            1           Antidote                  142
            Bastard Sword           36           Potion of Mirrored Eyes   568
            Long Sword              21           Cloak of Displacement    4970
            Short Sword             15           Quarter Staff +3         7810
            Two Handed Sword        71           Greagan's Harp           8378
            Scimitar                78           Wand of the Heavens      5325
            Heavy Crossbow          71           Wand of Frost            6177
            Light Crossbow          49           Ring of Invisibility    24850
                                                 Greenstone Amulet        4260
      DURLAG'S TOWER (Tales of the Sword Coast)
        - Erdane (x  y )-- Buys/Sells
            Hide Armor               7gp         Bolt +1 (10)              112gp
            Dagger                   2           Bolt of Lightning (10)    336
            Dart (10)                1           Bullet (20)                 1
            Dart +1 (10)            89           Bullet +1 (10)             89
            Dart of Stunning (10) 1120           Bullet +2 (1)              16
            Scimitar                60           Potion of Healing          84
            Arrows (20)              1           Potion of Master Thief    448
            Acid Arrows (10)       560           Potion of Agility         336
            Arrows +1 (10)         112           Potion of Hill Giant      336
            Arrows of Fire (10)    280           Antidote                  112
            Bolt (20)                1           Potion of Perception      392
            Wand of Fire          4928
        Wands last for 20 uses, and then fizzle away.  Although no way exists to
        directly check how many charges are left in a wand, you can try to sell
        it at a shop.  The more the shopkeeper will pay, the more charges you have
        left.  You can also use the shopkeeper to recharge the wand, simply sell it
        to him, and then buy it back. The cost of the wand is dependent on the
        number of charges left, so this is a situation where you sell low and buy
      Jewels, Gems, and Other Valuables
        I've listed the selling prices here so that you can prioritize what to keep
        and what to toss if your inventory gets too cluttered.  Never keep anything
        silver, they are far too common and almost worthless. Unless you get a
        quest for a gem, just sell them. You can't make items out of gems, or
        upgrade items.
          Gems:            selling price
            Andar              15gp
            Aquamarine         75
            Black Opal        150
            Bloodstone         25
            Chrysoberyl        35
            Diamond           500
            Emerald           750
            Fire Agate          5
            Garnet            175
            Horn Coral         62
            Iol                20
            Jaspar             17
            King's Tears     2000
            Lynx Eye            7
            Moonbar           187
            Moonstone          25
            Pearl             100
            Rogue Stone      2500
            Shandon            45
            Skydrop            20
            Sphene            112
            Star Diopside      47
            Star Sapphire    1000
            Sunstone           12
            Tchazar            17
            Turquoise           2
            Water Opal        175
            Waterstar          40
            Ziose              30
            Zircon             45
            Agni Mani          20gp
            Bloodstone        150
            Bluestone          15
            Gold               30
            Laeral's Tear    3000
            Pearl             500
            Rainbow Obsidian   25
            Silver              5
            Studded w/Zios     75
            Tiger Cowrie       27
            Angel Skin         50gp
            Bloodstone         30
            Fire Opal         250
            Flamedance         62
            Gold               20
            Greenstone          5
            Jade               40
            Onyx               25
            Ring (plain)        5
            Silver              2
      Misc Items
        Ankheg Shells -- can be made into an armor (AC 1), which costs 4000gp
          (Thunderhammer Smithy, Beregost).  Or you could sell them for 500gp.
          Note:  You can only sell shells once!  After that you can't even get him
                 to make you an armor!  Sell the shells one at a time (by dropping
                 the others) to get 500GP each.  You can even go back and get some
                 more but Thunderhammer will stop buying shells and refuse to make
                 the armor 10 days after he first offered to buy the shells or as
                 soon as you get him to make the armor. (info from Duncan Clay)
          Tip:  There are 9 shells in the Akheg nest, turn up with these and the
                armor won't cost you anything.
        Wyvern Heads -- give the first to Keldath Ormlyr (priest at temple) for
          2000 gp, then sell any others to Thalantyr (mage at high hedge, or
          elsewhere) for 500 gp each, and drops down to 200 gp.  Officer Vai will
          buy heads for 1000 gp each, however this lasts only as long as she is
          still in Beregost.
        Winter Wolf Pelts -- sell these in the shop in Nashkel for 500gp each, no
          limit to how many you can sell.  You can also sell these to Officer Vai
          (at least as long as she is accepting Scalps) After she has gone you can
          sell them at Feldpost Inn for 25GP which will drop to 10GP.
    v. Spells                                                            [VSPLLS]
    This section tells you where you can buy spells, and for how much.  Spells have
    all been sorted Alphabetically, so the list you see here won't match the order
    that the seller has.
      - Thalantyr
          Armor                          112
          Blindness                      112
          Burning Hands                  112
          Charm Person                   112
          Chill Touch                    112
          Chromatic Orb                  112
          Color Spray                    112
          Detect Invisibility            224
          Flame Arrow                    336
          Friends                        112
          Grease                         112
          Hold Person                    336
          Horror                         224
          Identify                       112
          Infravision                    112
          Invisibility                   224
          Larloch's Minor Drain          112
          Luck                           224
          Magic Missile                  112
          Mirror Image                   224
          Protection from Evil           112
          Protection from Petrification  112
          Resist Fear                    224
          Shield                         112
          Shocking Grasp                 112
          Skull Trap                     336
          Sleep                          112
          Strength                       224
          Vampiric Touch                 336
      - Sorcerous Sundries
          Agannazar's Scorcher           224gp
          Armor                          112
          Blindness                      112
          Blur                           224
          Burning Hands                  112
          Chaos                          560
          Charm Person                   112
          Chill Touch                    112
          Chromatic Orb                  112
          Clairvoyence                   336
          Color Spray                    112
          Confusion                     1344
          Detect Evil                    224
          Detect Invisibility            224
          Dimension Door                1344
          Dire Charm                     336
          Dispel Magic                   336
          Fireball                      1008
          Flame Arrow                    336
          Friends                        112
          Ghost Armor                    336
          Ghoul Touch                    224
          Grease                         112
          Greater Malison                448
          Haste                         1008
          Hold Person                    336
          Horror                         224
          Identify                       112
          Infravision                    112
          Invisibility                   224
          Knock                          224
          Know Alignment                 224
          Larloch's Minor Drain          112
          Lightning Bolt                1008
          Luck                           224
          Magic Missile                  112
          Melf's Acid Arrow              224
          Minor Globe/Invulnerability   1344
          Mirror Image                   224
          Monster Summoning I            336
          Monster Summoning II          1344
          Non-Detection                  336
          Otiluke's Resilient Sphere     448
          Polymorph Self                 448
          Protection from Evil           112
          Protection from Petrification  112
          Protection/Normal Missiles    1008
          Remove Curse                   448
          Resist Fear                    224
          Shield                         112
          Shocking Grasp                 112
          Skull Trap                     336
          Sleep                          112
          Slow                           336
          Spirit Armor                   448
          Stinking Cloud                 224
          Strength                       224
          Vampiric Touch                 336
          Web                            224
      - Ulgoth's Beard Inn
          Defensive Harmony              568
          Emotion                        568
          Greater Malaison               568
          Improved Invisibility         1704
          Mental Domination              568
          Protection from Lightning      568
          Remove Curse                   568
    vi. Companions                                                       [VINPCS]
    Unless it is otherwise mentioned, any NPC you say "no" to (or remove later)
    will stay put wherever you put them.  To see the X,Y coordinate of where you
    are, press "L".  The top left of any map is (x 0 y 0). (If you are using Tutu
    or Baldur's Gate Trilogy, use the X key to find the coordinates)
    Special Abilities are those abilities that that character intrinsicly has.
    Some of them they have before they join you, others they gain later.
    Note: If you turn both Khalid and Jaheira down in the FAI, you can't ever get
          them to join.
    Pairs: (you can't have one without the other)
        Khalid --  Jaheira
        Xzar   --  Montaron
        Minsc  --  Dynaheir
        Eldoth --  Skie
      Note: To get one of these in the pair without the other, simply send the
            other person into a building (the person you want to get rid of), and
            then reform the party to kick them out.  This way they can't come up to
            you and talk to you.
    Here's the party I like:
      You      -- as a Lawful Good Fighter
      Kivan    -- give him a Composite Long Bow +1, or the Long Bow of
                  Marksmanship, and the Bracers of Archery; and you have a really
                  effective sniper.
      Minsc    -- a very good warrior, and amusing too!
      Dynaheir -- a good mage, plus if you get her at the right level, she starts
                  with Fireball.  Edwin is a better mage (higher Int, and better
                  special ability), however, he is Evil which complicates things.
      Viconia  -- or sub in Branwen if you don't want to worry about your rep.
      Imoen    -- you need a thief, and you start with her. If you want a better
                  archer, sub in Coran. Alternatively, you can dual-class Imoen to
                  mage around level 5 or 6, drop Dynaheir and pick up Coran that
    And here are some interesting party combinations:
      Have Minsc, Dynaheir and Edwin in the same party.  Since Edwin wants to kill
      Dynaheir, Minsc gets all surly and protective.
      Viconia and Kivan have a love-hate relationship, and also Viconia is very
      dimissive about Xan.
      Put Yeslick and Kagain together to see just how different two Dwarves can be.
      Yeslick DESPISES Kagain.
      Safana and Coran.  Coran will flirt shamelessly with Safana, and she will
      rebuff his every attempt, quite humorously.
      Quayle and Tiax.  These two really don't like each other.  Plus they're
      fairly amusing on their own.
      Faldorn and Jaheira don't like each other either, as they belong to opposing
      druidic groups.
      Put Eldoth, Skie, and Garrick together for a wild Love Triangle.  Heh.
    And now the BIG LIST of every NPC complete with a description, and where they
    are.  This list is sorted by alignment, Good first, then Neutral, then Evil
    GOOD:          S  D  C  I  W  Ch       Race        Class           Alignment
    ¯¯¯¯¯          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯      ¯¯¯¯¯¯      ¯¯¯¯¯¯¯         ¯¯¯¯¯¯¯¯¯¯¯
      Ajantis      17 13 16 12 13 17      Human       Paladin         Lawful Good
          Ajantis is a simple person, all he wants to do is vanquish evil.
          Special Abilities: Lay on Hands, Detect Evil, Protection from Evil
          Where he is:  Farm N of Friendly Arm Inn (x 1572 y 3139)
      Dynaheir     11 13 16 17 15 12      Human       Invoker         Lawful Good
          Dynaheir was kidnapped by the Gnolls, and must be rescued with Minsc in
          your party.  She is also linked to Minsc and if one leaves, the other
          does too.  She makes a good mage because she already knows such spells as
          Fireball. (depending on the level you get her)
          Dynaheir will disappear if you reject her offer to join.
          Special Abilities: Slow Poison
          Where she is:  Gnollish Stronghold (x 2529 y 1440)
      Yeslick      15 12 17 7  16 10      Dwarf      Fighter/Cleric   Lawful Good
          You find Yeslick in the Cloakwood Mines, and all he wants to do is help.
          How noble.  If you reject him he will leave forever.
          Special Abilities:  Dispel Magic
          Where he is:  Cloakwood Mines, Level 2 (x 851 y 1727)
      Imoen        9  18 16 17 11 16      Human        Thief         Neutral Good
          Imoen automatically will join you immediately after Gorion's death.
          Unless you run away, that is.  Sometimes she comes with a Wand of Magic
          Missiles, now who did she steal that from?
      Khalid       15 16 17 12 10 9      Half-Elf      Fighter       Neutral Good
          See Jaheira below for a description.
          Where he is:  Friendly Arm Inn, Ground Floor (x 329 y 685)
      Minsc     18/93 15 15 8  6  9       Human        Ranger        Neutral Good
          Minsc's bonded witch, Dynaheir, was kidnapped by Gnolls, and he wants
          your help to get her back!  If you don't rescue her in a timely fashion,
          Minsc will leave.
          Special Abilities: Berserk, Charm Animal
          Where he is: Nashkel (x 3387 y 1957)
      Alora        8  19 12 14 7  10     Halfling       Thief        Chaotic Good
          You'll find Alora burglarizing the Hall of Wonders at night.  Agree to
          stand watch for her, then talk to her twice more and she'll offer to
          Where she is: Baldur's Gate W Section (AR 0600, x 1600 y 2200)
      Coran        14 20 12 14 9  16     Half-Elf    Fighter/Thief   Chaotic Good
          Coran wants to go sack some Wyverns in the 4th Cloakwood forest, so do
          that immediately or he will leave.  After you beat the wyverns, he will
          stay forever.
          Where he is:  Cloakwood 1, On a Bridge (x 1515 y 691)
      Kivan     18/12 17 14 10 14 8        Elf        Ranger         Chaotic Good
          Kivan wants to hunt some bandits.  If you kick him out of the party, he
          stays gone for good!
          Special Abilities: Charm Animal
          Where he is:  High Hedge (x 3652 y 1472)
    NEUTRAL:       S  D  C  I  W  Ch       Race        Class           Alignment
    ¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯      ¯¯¯¯¯¯     ¯¯¯¯¯¯¯¯¯      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
      Xan          13 16 7  17 14 16       Elf       Enchanter      Lawful Neutral
          Xan is a depressing person, but he is a capable mage (although he has the
          very large flaw of not being able to cast such spells as Magic Missile
          and Fireball!) and he has a Moonblade.  If you're overly rude to him
          he'll leave and never return.
          Where he is:  Nashkel Mines Interior (Fourth Level, Cave  x 793 y 588)
      Branwen      13 16 15 9  16 13      Human       Cleric         True Neutral
          To get Branwen in your party all you have to do is to free her from the
          Petrification enchantment that was placed on her by the Mage Tranzig.
          Free her using a Stone to Flesh spell (you can buy them in Nashkel for
          168gp or from Zeke at the Carnival for 500gp).  If you reject her, she
          will leave forever.
          Special Abilities:  Spiritual Hammer
          Where she is:  Nashkel Carnival (x 3253 y 2882)
      Faldorn      12 15 11 10 16 15      Human        Druid         True Neutral
          Faldorn wants to free the forest from the evils of the Iron Throne, which
          has taken up residence in the Cloakwood Mine.
          Special Abilities:  Summon Dread Wolf
          Where she is:  Cloakwood 3, In the Druid Shrine (x 639 y 2885)
      Jaheira      15 14 17 10 14 15    Half-Elf   Fighter/Druid     True Neutral
          Jaheira and Khalid were good friends of Gorion, and will go with you
          everywhere.  However, if you say "No" to them the first time they want
          to join, you won't be able to get them.  Ever.
          Where she is:  Friendly Arm Inn, Ground Floor (x 329 y 685)
      Skie         11 18 15 15 8  13     Human         Thief         True Neutral
          When you first enter the NW Area in Baldur's Gate Eldoth (if he is with
          you) will offer to take you up to Skie's father's estate.  Go inside the
          estate and you will find Skie.  She will only join you if Eldoth is with
          you, otherwise she thinks that you are thieves come to kill her.
          Where she is:  NW Section (AR 0100, x 1170 y 1625)
      Garrick      14 16 9  13 14 15      Human         Bard        Chaotic Neutral
          Garrick will join you only after you finish the Silke subquest in
          Beregost. If you reject Garrick, he will leave, but he'll be back later.
          Where he is:  Beregost, by the Burning Wizard Inn (x 2564 y 2284)
      Quayle       8  15 11 17 10 6       Gnome  Cleric/Illusionist Chaotic Neutral
          Quayle is an insulting little person, who will join up for no apparant
          reason.  No matter which direction you say that you are going, he is
          going that way too.  Can't get him until the Cloakwood mines are clear.
          Special Abilities:  Invisibility
          Where he is:  Baldur's Gate Bridge (x 486 y 797)
      Safana       13 17 10 16 9  17      Human        Thief        Chaotic Neutral
          Safana wants to find some treasure in the Flesh Golem cave, and afterwords
          she will stay with you forever.
          Special Abilities: Charm Animal
          Where she is:  Lighthouse (x 3750 y 2390)
    EVIL:          S  D  C  I  W  Ch       Race        Class           Alignment
    ¯¯¯¯¯          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯      ¯¯¯¯¯¯      ¯¯¯¯¯¯¯¯        ¯¯¯¯¯¯¯¯¯¯¯
      Edwin        9  10 16 18 9  10      Human       Conjurer        Lawful Evil
          Edwin wants your help in hunting down and killing Dynaheir.  If you talk
          to Edwin with Dynaheir in your party you would think that he would
          attack, or at the least wouldn't want to join, but he will.  Although he
          has some bad things to say about Dynaheir.  If you refuse him with
          Dynaheir in your party he leaves forever.
          Special Abilities:  Extra Spells, 1st and 2nd Levels
          Where he is:  Nashkel (x 2883 y 2959)
      Kagain       16 12 20 15 11 8       Dwarf       Fighter         Lawful Evil
          Kagain runs a Mercenary business, and one of his caravans has
          disappeared. Help him recover it, and you get to keep what you find.
          Goodie.  Take him to the Area S of the Friendly Arm Inn and he will get
          disgusted with looking for Caravans, but will still stay in your party.
          Where he is:  Beregost (Shop North of Feldepost Inn) (x 1549 y 2031)
      Eldoth       16 12 15 13 10 16      Human         Bard         Neutral Evil
          Eldoth wants to join you so that he can "rescue" his lover Skie from her
          father in Baldur's Gate.
          Special Ability:  Create Poison Arrows
          Where he is:  Cloakwood 3 (x 3181 y 3492) (in the forest)
      Montaron     16 17 15 12 13 9      Halfling  Fighter/Thief     Neutral Evil
          Montaron is the dumb half of Montaron and Xzar, and goes where Xzar goes.
          If you reject him, he leaves forever.
          Where he is:  Crossroads (E of Candlekeep) (x 4515 y 2707)
      Viconia      10 19 8  16 15 14     Drow Elf     Cleric         Neutral Evil
          When you first encounter Viconia she asks you to help her with a small
          matter of the Flaming Fist trying to kill her.  Help her out and she
          offers to join.  However, if you turn Viconia down when she asks to join,
          she vanishes forever.  Once she joins your reputation goes down 2.
          Special Abilities:  50% Magic Resistance
          Where she is:  Peldvale (x 447 y 731)
      Shar-Teel 18/58 17 9  14 7  11      Human       Fighter        Chaotic Evil
          When you first meet up with Shar-Teel she challenges your "Best Male
          Fighter" (this seems to be randomly chosen) to a duel.  If you don't have
          a male in your party, you can't get her.  If you turn her down, she
          leaves forever.
          Where she is:  Area E of Temple (x 273 y 303)
      Tiax        9  16 16 10 13 9        Gnome      Cleric/Thief    Chaotic Evil
          Tiax is a very bizarre fellow who believes that he will one day "ascend"
          to become the ruler of the Realms.  He thinks that that is his "destiny"
          as foretold to him by Cyric. Tiax rules all!!
          Special Abilities:  Summon Ghast
          Where he is:  Baldur's Gate SW Section (AR 1100, x 1440 y 1610)
      Xzar         14 16 10 17 16 10      Human     Necromancer      Chaotic Evil
          Xzar and Montaron will join you on the crossroads right out of
          Candlekeep, and they want to go investigate the Nashkel mines (who
          doesn't).  He's also extraordinarily insane.  If you reject him, he
          leaves forever.
          Where he is:  Crossroads (E of Candlekeep) (x 4577 y 2693)
    NPC Resetting: (from Sergio D. Morozov, SergioMorozov@Yandex.Ru)
      Anywhere in the game. I have encountered the following feature during
       * IF party recruits an NPC
       * AND does not get sufficient XP after that
       * AND leaves that NPC somewhere
       * AND does not visit that place for some time
       * AND gets sufficient XP during absence from the area in which NPC was left
       * THEN that NPC may (or may not) “refresh” to one of the predefined .cre
         entities (of higher level than NPC was when left alone), thus robbing
         the party of any items left on him/her and giving default items instead.
         NPCs dialogue will also be reset or moved to some unpredictable point
         during this (Such as Kivan will accuse you of not helping him find Bandit
         Camp even if you never spoke about “Camp”, only of “Bandits”).
      I have experienced this with Kivan left in Nashkel and Khalid left in Nashkel
      Barracks (Khalid robbed me of Short Sword +1 which he stole from a chest in
      that very place before retirement.) Also if party turns Branwen from stone to
      flesh, but does not speak to her, next time she might be petrified again
      (possibly went to find Tranzig on her own and succeeded, he-he-he).
      Of course this may not be considered a bug, because NPCs must not stay put
      and may adventure, and get XP, and sell items, and spend GP on their own. But
      this is a nasty “realistic” feature, which should be taken into
      Also I had Montaron and Xzar staying in Beregost for a LONG time and they did
      not change levels or equipment, although my party received six levels while
      they (M & X) enjoyed Beregost's luxury.
    vii. Basic Strategies                                              [VIIGNR]
    Play as Multiplayer, even if Alone:
      It is quite beneficial to play every game as a multiplayer (although it does
      create a bit of a hassle).  It gives you the benefit of being able to create
      all 6 players in your party rather than depending on NPC's, and you can also
      Export and Import characters in and out at any time.  To create a Multiplayer
      game just click the Multi Player button.  At the next menu click "Connect".
      Now you have to set the type of Multi Player (the top button), using Serial
      is fairly easy (although it requires that you have some Networking
      installed...) Now click "Create Game" (whenever you are playing by yourself
      in the Multiplayer always use "Create Game", never use "Join Game"!).  Name
      the session to whatever you want, and enter in your own name.  Finally click
      "New Game".  Now you can create as many characters as you want.  Then once
      they are all created, click the little skull icon by each created characters,
      and then click the "Done" button.  Voila!
      Note:  Another good effect of playing in the Multiplayer is that you can look
             at your inventory while paused!
    Charisma is your friend:
      So what does Charisma really get you?  Well if you have a low charisma you
      may not be able to get NPC's to join you, if you pass a quest, the treasure
      may not be as good as it normally would be, (or there may be no treasure at
      all!) and shops WILL charge you more.  So don't skimp out on the charisma.
    Low Dexterity, Not So Bad?
      If your stats just aren't turning out so good, consider skimping on
      Dexterity.  Why?  There are Gaunlets of Dexterity out there that bring you up
      to a full 18!  Don't skimp out too much since as you still have to fight to
      get those gauntlets.  You can find the Gauntlets at the entrance to the
      Gnollish Stronghold (see the Nashkel and Gnollish Stronghold sections for
      more information).  And if you skimp out on a LOT of Dexterity you will want
      to get down there as soon as possible!  The downside of this strategy is if
      you find a Book that increases your Dexterity, it will increase your old
      Dexterity.  So if you had a 3 before, and an 18 with the Gauntlets, you'll
      get a 4 base and still have 18.
      On the other hand...
      Don't skimp out on dexterity since it gives two things:  First, a character
      with a high dexterity starts with a lower AC (which is better). The extra
      points of AC that early in the game are very helpful. Second, you burn your
      gauntlets slot on your character which you can use to wear the Gauntlets of
      Weapon Specialization which gives a bonus to hit and damage.
      Note: Contrary to what most people believe, DEX has no effect on your melee
            ability to hit. It only affects AC, thieving skills and ranged attacks.
    Duncan Clay's Party Recruitment Strategy
      Straight away I recommend recruiting anyone you bump in to until your
      group reaches six members as this keeps your XP low! - Yes, low!  You
      should try and pick up all your party members before you have more than
      1000XP (don't kill anything unless absolutely necessary).  This allows
      you to shape their development (particularly thieves and fighters) but
      rules out any NPCs you can't meet until after Cloakwood.
      My party is made up of
      2 tough fighters for the front lines
      2 archers for support
      2 thieves - 1 to specialise in traps and locks and 1 for pickpocket
      (stealth is done with clothing)
      1 cleric for first aid
      1 mage to use all those scrolls
      1 charismatic person with Algernon's Cloak for group leader
      That's 9 people, so how is it done.
           Me - Fighter
       Khalid - Fighter (no choice since he is the only non-evil fighter you
                can give 5 proficiency points to)
        Kivan - Stealthy Archer
      Branwen - Cleric (because you can get her early)
       Safana - Charismatic Thief and Archer (since thieves have high DEX it
                makes them good archers)
        Imoen - Thief
      So where's the Mage?  Well there are no NPC Mages, only specialist
      This is the clever bit.  There are only two NPCs in the whole game that
      can Dual-Class, Imoen and Shar-Teel.
      ( Dual-Class reminder                                             )
      ( You must be human and not a Paladin or Bard                     )
      ( You must have 15 in you first class and 17 in your second class )
      Most people say Imoen is rubbish because she has a strength of 9 (not
      much good as a stealthy backstabbing assassin).
      However her total point of 87 is one of the highest in the game and she
      also has an INT of 17 (which I believe was no coincidence by the game
      designers - why else would a thief need a high INT?).
      With an XP limit of 89,000 (in BG) you must dual-class Imoen by level 6
      if she is to become a level 7 Mage/Thief.  I dual-classed her at level 5
      (10,000XP) as by then she had 3x backstab and 100% pickpocket and her skills
      as a Mage/Thief would be available earlier in the game (at a total of
      50,000XP).  Don't forget to assign proficiency points to different weapons
      as a Mage because the Thief ones will become available once she reaches
      level 6 (i.e. they are not cumulative so if you give 1 to missile as a
      thief and 1 to missile as a mage you will only have 1 for missile as a mage
      thief whereas you could have had 1 for bow AND 1 for missile).
    Fighting Battles:
      Let them come to you.  When you first see an enemy, your first instinct may
      be to run over to it and slaughter it.  Well don't.  Let it come to you, and
      attack it there.  This way if there are 50 more of these creatures, they
      won't see you and won't attack.  You can then pick off each creature one at a
      time.  This is especially useful in dungeons where the enemies may be more
      difficult.  So when you first see an enemy (let's say that it's a Battle
      Horror), turn off the AI (it's the left button in the bottom right corner of
      the screen), and let him come up to you.  You should also have your
      archers/mages hit the enemy with everything they can, but don't move any
      closer to the enemy!  The last thing that you want is to fight TWO Battle
      Horrors at the same time!
      Also realize that some monsters (like Vampiric Wolves) require that you hit
      them with Magic Weapons.  You should never use Magic Arrows on a normal
      creature; you should save the arrows for enemies that need them, such as
      Battle Horrors, Demonknights, etc.
      Area spells can take out a lot of enemies without them even knowing that you
      are there.  Suppose for a moment, that you are walking along, and a Gnoll
      comes to attack you.  You immediately stop, wait for him to come to you and
      kill him.  Well, where there is one Gnoll there are probably more, so you
      launch a fireball in the direction that the Gnoll came from, and immediately
      hear the screams of dying Gnolls.  This is a great way to cut enemies down
      quickly, but you probably want to save your fireballs for bigger enemies than
      the common Gnoll. (fry the Dryads instead!)  Another good example is if you
      are attacked by an NPC assassin of some sort.  If you are out in the wild,
      it's likely that there is a party of them, so you launch a Fireball (or a
      Cloudkill) and kill them before they even know you exist.
    Fighting Sirines (and other "Charm"ing monsters)
      (from Gonzalo Jéldrez)
      I had some trouble fighting the three sirines (Sil) in the Lighthouse, but I
      casually discovered a good technique: I sent Minsc alone to the combat with
      Berserk activated, and when the Dryads charmed him, he continued attacking
      them! He killed the three of them, but of course lost the 15 hp for
      berserking.  I don't know if the rest of the party needs to be far away from
      the combat, anyway.
      Editor's Note: I use a variation of this strategy a fair amount. Sirines are
                     deadly because they can cast Dire Charm, and turn one of your
                     party against you. Nothing worse than watching your best
                     fighter mow down your mage in a round. So, I just send in my
                     best fighter all alone. If she does get Dire Charmed, the
                     Sirines will stop attacking, so she remains completely safe.
    Monsters are constantly respawning
      In some areas, monsters will keep respawning even if you kill them all.
      Sometimes, you can actually determine that monsters are respawning in the
      same general area in a map.  Let's use an example:  The Gnoll Fortress.
      Here, Gnolls keep respawning and always in the same spot; and, when
      respawned, they do not move or wander around aimlessly.  So, once you have
      determined an area where they respawn, get rid of them and leave a character
      there.  Monsters do not respawn if there is a character within eyesight
      (if a character is in the area and could immediately see the respawned
      monster).  So, you can leave a couple of weak characters in those areas while
      the others handle the beating.
      There are some areas where this strategy will not work, though.  In Werewolf
      Island, Werewolves will keep respawning even within eyesight of your
      character (it is not a good idea to leave a low level mage where 4 Werewolves
      will be respawned when you will load a game).  Another example is the
      Firewine Bridge Ruins.  Although the Kobolds Commandos do not respawn when
      you can see them, there are a lot of places where they actually
      respawn and because when respawned, they wander around aimlessly so you can't
      leave a character behind -- unless he's prepared to fight some Kobolds
      Commandos every now and then.
    Useful spells and tough NPCs
      When fighting 2 or more difficult NPCs (assassination attempts come to
      mind), use the Charm spell to quickly turn the odds in your favor.  If you
      have two magic users who can cast charm in the first round of a fight, not
      only does the enemy lose two characters, you gain them temporarily (so the
      odds can change from 10 enemies vs. 6 of you to 8 enemies and 8 of you).
      Once they are charmed, pull back your big bruisers from the front lines and
      replace them by the newly acquired members while continually pelting the
      remaining enemies with ranged weapons.  If any charmed characters survive the
      encounter, simply force-attack them to get rid of them.  If you have Dire
      Charm, use that instead of the regular Charm.
      Also, the spell Entangle (or Web) is pretty useful to stop those annoying
      fighters with melee weapons from closing in on your party.  Once entangled,
      they can't move and you can get rid of them easily and safely with ranged
      weapons.  The spell Web is also good since a webbed creature can't even
      attack with a ranged weapon, but the spell can last for several rounds and
      could eventually web some of your own party members from round to round if
      they get in the affected area.
      Lightning Bolt, however, is a pretty crappy spell.  Although it deals a lot
      of damage, it will usually hit a wall and come right back at the person who
      cast it.  I've gotten rid of some enemy mages that way (the mage in
      Firewine, and Davaeorn and Rieltar come to mind).  They cast Lightning Bolt
      at my characters, I'm hit once, but move out of the way while they get hit
      repeatedly by his own lightning bolt reflecting off the walls, as well as my
      characters. Unless you are outdoors, don't use or memorize lightning bolt.
      Monsters summoning is a great spell.  Although the summoned monsters do not
      do a lot of damage, they make great cannon fodder. Charge!  While they keep
      the enemy busy, you can pick them off one by one with ranged weapons or
      spells (saving all your potions, and more potent spells for later more
      powerful enemies).  When fightings werewolves in Balduran's Shipwreck or
      the Aec'Letec are great examples of where to use this spell.
      Fireballs and those other major area effect spells should be used only to
      weaken the enemy or for luring them to you and thus, do not memorize a lot
      of these (memorize others instead).  These major area effect spells, when
      not cast at the right place, can literally damage your whole party so unless
      you know exactly where to cast them, don't use them.  Keep them instead for
      when an area is completely filled with a group of weaker enemies to get rid
      of them quickly and with minimal damage (happens when you quickloads or loads
      a lot of times in the same map).  The Crypts below Candlekeep is a good
      example of this (I once had 40+ skeletons archers pounding my fighter). Two
      fireballs got all of them.  Fighting them any other way would have caused
      unnecessary damage to almost all my party members.
      Memorize a lot of Dispel Magic spells.  Dispel Magic negates any magic
      affecting your party (fear, horror, paralysis, entangle, slow, etc...) while
      it can also be used to dispel the enemy magics that they use (haste, minor
      globe of invulnerability, protection from normal missiles, etc...).  Never
      forget that casting dispel magic will negates both magics affecting your
      party and the enemy so knowing when to cast what spell when is crucial in an
      important battle.  Usually, though, it is preferable to dispel everyones
      magic's than having one or more of your party members being paralysed,
      charmed, running in fear, etc...
    Lure the enemy to you (especially NPC's)
      This is a good tactic to use in battles with enemy NPC's.  Keep your party
      away from the future battle ground and move only one of your character near
      the enemy's NPCs.  When one of them see your character, quickly pull him back
      toward your main group then let the poor little dude get it.  This way, you
      can chunk out some annoying NPCs before you tackle the rest (the group of
      mercenaries in the Eldercity and the last battle with Sarevok and friends
      come to mind).
    Skeletons and Stinking Clouds:
      (from John Van De Graaf)
      A very effective strategy is to have your cleric summon a group of skeletons
      to accompany the party around an area since the skeletons last 8 hours,
      which is a lot more time than other summoned critters.  In an encounter with
      a group of foes, have your mage cast the under-appreciated Stinking Cloud
      spell on the enemy group and send your skeletons in to fight.  Your party
      can stand back and kill everyone with missile fire.  The skeletons aren't
      affected by stinking cloud, charm, confusion, or any of the annoying mental
      spells that enemies tend to use.  This tactic is particularly good against
      mental attack creatures like Sirines and mindflayers, stone-gaze creatures
      like medusae and basilisks, and against enemy mages who expend their spell
      on your undead minions.  The stinking cloud makes it nearly impossible for
      enemy mages to cast spells anyway.  Enemy fighters can beat up the skeletons
      pretty handily, whenever they're not passed out from the stinking cloud, but
      even then, you get to do a lot of damage with missile fire before the enemy
      fighters close in to any of your party.  The best part is, both Stinking
      Cloud and Summon Skeleton are very low level spells and so are available
      very early in the game, when you most need such advantages.
    Save a Lot:
      There are 3 times when you should definately save the game.  When you win a
      battle, before you go to sleep, and everywhere else.  You never know when you
      will go to a new area, have your best warrior charmed, and have half your
      party killed.  So save often.  Also don't just save over the same slot over
      and over, use at least 10 slots.  This is especially necessary in Durlag's
      tower.  This also means you should probably avoid the Quick Save.  Well...
      not avoid, just don't use it exclusively.
      What I would do is to create an "Archive Save" whenever you enter a new major
      area.  So when you start Durlag's Tower create a "Durlag's Beginning Save" so
      if you screw up, you can start over from the start of the tower.
      No matter where you rest, you won't get very many HP from resting.  In fact,
      for an 8 hour rest, everyone will get exactly 1 HP (unless they have 19 CON).
      So before you rest make sure to (after you save it, if you are not in an inn)
      heal everyone with spells.  You get all magic memorized during the night, you
      do not, however, get all your HP's.  In fact you only get 1 hp during a
      normal rest (you get more in an inn if you pay for the more expensive
    The Guard:
      When you rob someone, they might summon the guard.  Keep that in mind (you
      will want to save the game before you rob someone).  Also bear in mind that
      the guard is strangely NOT summoned if you kill someone, like in an inn.  To
      be more precise, the Guard is only summoned if you steal something with
      someone in the room who is able to summon the Guard.  I'm not saying that you
      should kill people so that you can rob their room, it's just that you can
      kill SOME people without the Guard caring.  How do they know that that person
      attacked you?
      In any case, if the Guard is summoned they will try to talk to you.  If you
      can get away without them talking to you, you have gotten off scot free (not
      as easy as it sounds).  You can't bribe them (at least you can't do it more
      than once), so tell them that you'll cleave them limb from limb, then simply
      leave the room.  Don't attack them!  Once you're out of the room you're fine,
      you can even come back later and they'll vanish.  This way you lose only 1
      reputation rather than the 5 or so you get by killing a Flaming Fist.
      edwardalacey sent me this:
        "Whether you can bribe guards depends on who exactly they are. If you steal
        in Beregost or Baldur's Gate the Flaming Fist will arrive, and they cannot
        be bribed. In Nashkel or the Carnival you get Amnish soldiers, who can be
        bribed with 200 gold. In Candlekeep a watcher will arrive and demand that
        you donate all your money to the library, and you are let off if you do
      You really want a high reputation.  The higher the better.  Even if you have
      an evil party you want a high reputation.  If you have a good or neutral
      party, try for a reputation of 20, if you have an evil party, you still want
      a reputation of 18 (the highest you can go before all the evil people start
      leaving).  Because of these various things, I would not recommend having a
      mixed alignment party.  By mixed I mean good and evil combined.  The best
      part about a good reputation is that everything is given the "hero discount",
      up to 50% off of items in stores! You can see your reputation in your
      character record screen, default key: R.
    Stealing without Loss of Reputation:
      So you want to steal something from a house without losing reputation.  It
      is actually quite an easy thing to accomplish.  Simply de-equip your weapon,
      and whack all the people in the room until they are unconscious (be careful
      to not KILL the people, so turn off the AI, or de-equip everyone's weapons).
      Now you can steal anything you want.  Since they aren't awake to complain
      about it, you can't lose reputation.
      Use the games possibilities! Just IMMEDIATELY stop the game after you opened
      a chest or something, because the guard needs some time to show up. You can
      transfer all the stuff into your inventory while still being in PAUSE-mode.
      Then save it. Reload agan, and the announced guards will never appear. But
      the gained stuff is of course still of yours. (From Dr. Gummipress)
    Cursed Protection scrolls
      To give you an idea if the Protection from XXXXXX Scroll that you just found
      is cursed, give it to a character with a high Lore Ability (they can normally
      identify these scrolls without any magical means) and right click on it.
      If the scroll is still not identified at that point (you still do not know
      what that scroll does) then it probably is a cursed scroll.  Another strategy
      is to keep one Identify spell memorized.  Simply save before you identify the
      scroll, identify it (so you know if it is cursed or not and if it is worth
      keeping) then reload.
    Cursed Potions
      You may already have noticed this, but there are cursed potions in the game,
      which all have the same names as normal potions.  There are hints in their
      descriptions, but they are all clearly recognisable by their colours:  cursed
      healing potions are dark pink, antidotes are purple, and oils of speed are
      multi-coloured (as opposed to blue, green and white respectively).  The
      antidote in the pile of corpses in Ulcaster is cursed, as are all the potions
      Lucky Aello sells except the potion of perception. (from edwardalacey)
      Editor's Note: The one potion that looks cursed, but isn't, is the multi-
                     colored Potion of Invulnerability.
    MartectX's strategies:
      - Stealing without Loss of Reputation: I got on this while trying to steal
        the Rogue Stone from the Hall of Wonders: Just charm all people around!
        They won't call any wardens.
      - If a NPC who is supposed to give you an important information or quest was
        threatened by you and turned "red" - charm him using Nymph's cloak (or
        Algernon's of course...) and force-talk to him. (default key: F1)
      - So you are fighting mighty NPMages? Like I described above do the
        following: Enter the room and the mage should begin casting a spell.
        Quickly run out and get straight back in. The mage will cast another spell
        and so you should get out again. Once the mage is out of his spells he'll
        direct you in hand-to-hand combat (where he should be a real dog-biscuit).
        This surely only functions if there's a "real" door, not only a hole in the
        wall - the game has to load another level, you get it?
        Editor's Note: This doesn't work with all mages. The ones in TotSC areas
                       particularly have scripts to prevent this. For instance,
                       they will have several spells that they never run out of,
                       and always recast when you enter the area (like globe
                       of invulnerability).
    Special Abilities:
      Your main character will gain new special abilities as you sleep.  The first
      couple are "Cure Light Wounds" (assuming that you have a good reputation).
      They come in the form of strange dreams, which usually occur at the beginning
      of new chapters (whether you sleep in an inn or not).  You are not guaranteed
      to gain an ability just because it's a new chapter and you are sleeping in an
      inn, however, it will happen eventually.
      So which of the two will your character gain, good or evil?  That depends on
      your Reputation (not your alignment).  If it is 10 or above, you get the good
      abilities, if it is less than 10 you get the evil abilities.  Reputation is
      checked at the time you have the "dream", not at the beginning of the
      chapter.                                                 (from Kelvin Groves)
                 Good Abilities:                Evil Abilities:
                 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                 1. Cure Light Wounds           1. Larloch's Minor Drain
                 2. Cure Light Wounds           2. Larloch's Minor Drain
                 3. Slow Poison                 3. Ghoul Touch
                 4. Slow Poison                 4. Ghoul Touch
                 5. Draw Upon Holy Might        5. Vampiric Touch
                 6. Draw Upon Holy Might        6. Vampiric Touch
                       Frequently Asked Questions    [FRQNTL]
      Q:  Why aren't cheats working for me?
      A:  My guess is that it is something to do with Windows Vista / 7. I don't
          know this for sure as the cheats have always worked for me and I use
          Windows 7.
          I would recommend installing your game to a non-standard location. For my
          game I installed it to C:\Games\Baldur's Gate\.
          Then you activate cheats in the normal way by opening Baldur.ini (found
          in that same folder), find [Game Options] and beneath that adding the
          Save the Baldur.ini file and start your game. Cheats should work. See
          that section below for more information.
          Or, if you are using Tutu or Baldur's Gate Trilogy, you open the same
          Baldur.ini file and find [Program Options]. Then add beneath that:
            Debug Mode=1
          Save and exit the text editor and fire up the game as normal.
      Q:  How do I read the coordinates you use? (x 100 y 200)
      A:  This is probably my most asked question, so I have placed the
          instructions for it in several other places throughout the guide. To
          display the x,y position at your mouse cursor press the L button.
      Q:  How do I use magic scrolls?
      A:  There are 3 types of magical scrolls: the Protection Scrolls (they have
          the green icons), mage spells and divine spells. Anyone can use
          protection scrolls. Only mages and bards can use mage scrolls, and only
          clerics, druids, paladins and rangers can use divine scrolls. To cast
          directly from the scroll, place it in your "Quick Item" slot on your
          inventory screen. Then select your character, and click on the toolbar
          button with the spell. With mage spells, if you right click on the spell,
          you can write the spell to your spellbook.
      Q:  I had enough experience to level up, I clicked the button, but now in
          the level-up screen, the "Accept" button is grayed out. How do I get past
      A:  You have to assign all available weapon proficiencies and theiving skill
          points before you can level up.
      Q:  Where are the stat improving tomes and manuals?
      A:  There are 8 stat improving books in the game.  One for each stat, except
          WISDOM which has 3. This is the only permanent way to improve your stats
          in the game. You can only get 3 of them before entering Baldur's Gate
          in chapter 5.
          Manual of Bodily Health +1 Con          - Lighthouse cave
          Manual of Gainful Exercise +1 Str       - Candlekeep Catacombs*
          Manual of Quickness of Action +1 Dex    - Thieves Guild, Baldur's Gate
          Tome of Clear Thought +1 Int            - Ramazith's Tower, Baldur's Gate
          Tome of Leadership and Influence +1 Chr - Cave south of Gnoll Fort
          Tome of Understanding +1 Wis            - Priest of Tymora, Baldur's Gate
                                                  - Candlekeep Catacombs*
                                                  - Durlag's Tower**
          *  SPOILER
             only reachable after you've been to Baldur's Gate and returned to
             Candlekeep for the Flaming Fist.
          ** Tales of the Sword Coast
      Q:  Why do my weapons keep breaking?
      A:  This is due to the "iron shortage." All non-magical weapons in the game
          have a chance to break. So, until you get your first "+1" weapon, keep
          some spares around.
    Baldur's Gate:
      Q:  I was poisoned by Lothander and Marek, but both are now dead and I'm
          still poisoned. How do I get cured?
      A:  The cure is built into the quest, so you have to complete it properly to
          get cured. In order: you go to the central area of Baldur's Gate, talk
          to Lothander, talk to the Diviner, talk to the priestess of Umberlee,
          get the book from the priest of Tymora, back to the priestess of Umberlee
          to get the scroll of geas removal (you can fight her to keep the book),
          back to Lothander upstairs in the Blade & Star Inn (he gives you a
          regular potion of antidote), then to the blushing mermaid go upstairs
          to talk to Marek. This last part is key. You can't just attack him, you
          have to talk to him first. Kill him, get his antidote, drink it and
          you're done.
    Durlag's Tower
      Q:  I can't figure out the 4 dwarven riddles, help!
      A:  They have 4 things for you to do, and their riddle is simply telling you
          what on the level you need to accomplish. This is made more tricky by the
          fact that you have to look for the "circular chasing arrows" icon to use
          the various items in the area.
            1) Find the mallet handle and mallet head, rebuild the mallet on the
               anvil, then strike the gone.
            2) Find the Glittering Beljuril.
            3) Click on all the books in the circular library, then observe the
               glory of Durlag's Pride (sword).
            4) Find the machine switch, put it on the slot above the big machine
               to reactivate the machine. Find the grapes. Go to the wine press,
               use it to make wine. Don't drink the wine.
          Once those are done, turn them in to the dwarves. They will attack you,
          kill them, search the bodies for the Dwarven Runestone, and be on your
      Q:  On the third level, I beat the second Durlag doppleganger in the sparring
          dummy room, but I can't get to the next room, the door is locked. How
          do I get in there?
      A:  Hit the each of the dummies once to open the doors.
      Q:  On the level with the 4 caverns with the 4 elemental monsters, I killed
          them all, but it doesn't transport me to the chess board. What did I
      A:  You have to kill every monster in each cave. My guess is that you missed
          a Phoenix Guard in the fire cave. They can sometimes come back after you
          kill them (rise from the ashes, as it were).
                              Baldur's Gate WALKTHROUGH:                 [WLKTHR]
    A quick note on locations:  To find out the location at the mouse cursor press
                                the "L" key.  The top left of the screen is the
                                0,0.  Some locations that I list are the buildings
                                that the people/things are in, when I do this I try
                                to get the location of the door.  So to find that
                                person/thing just go inside!
    This is a sequential walkthrough, that is, it goes in the order that I went.  I
    think that this is a good order, but you don't have to follow it.  All the
    major places are the numbered sections, and the minor areas are represented by
    the little lettered sections.  Feel free to do as many or as little of the
    lettered sub-sections as you wish.
    The Treasures line in each section lists only major treasures, such as magical
    items.  It does not list all the treasures, like gold or gems, in the areas.  I
    also don't list things like potions, and I know that I have missed some things
    here and there, if you find any, please email me!
    Note:  All of the subquest rewards were taken with a high (18 or so) Charisma.
           If your charisma is lower than this, you may get a significantly lesser
    1. Candlekeep                                                        [1CNDLK]
    Companions (NPC's): none (although Imoen joins later)
      - Buy Equipment in the Inn (you start right by it). If you want to do
        subquests here, buy some bolts while you're there (Fuller's Bolts).
      - The subquests here function as a tutorial of the games functions. They give
        a small amount of experience (xp) and gold, but aren't critical.
      - Once you're done here, talk to Gorion to leave Candlekeep (x 2683 y 1756)
        Note: Once you leave Candlekeep, you can't come back.
      - Phlydia's Book
        A little NE of the Inn, you will find Phlydia.  She has lost her book, The
        History of Halruaa.  Go east, you will find a shed with hay and a cow.
        Check one of the bales of hay for the book.  Return to Phlydia for your
        reward, a gem and 50 exp.
        Note: The quality of the gem depends on your "Reaction Roll" which is
              a combination of your Charisma (CHA) and Reputation (REP). If you
              have a bad CHA and a normal REP, you might not get a gem reward at
        Phlydia: Candlekeep (x 1601 y 311)
        Book: Candlekeep (x 3245 y 289)
      - Firebead's Scroll
        Inside the Inn is Firebead Elvenhair.  He has lent a scroll to a scholar,
        Tethtoril, near the Candlekeep central area and wants you to retrieve it.
        Do so for a small reward, a Healing Potion, 50 exp and he casts Protection
        from Evil on you. Speaking of evil...
          Josh Clue sent this exploit:
            "As an 'EASY Level Up' option before you venture out of Candlekeep, you
            can opt to kill the old mage for his worth in XP, 2700 to be exact. It
            is a bit tricky, but possible. Here is how: Buy all the items you will
            need before leaving with Gorion. Equip your character's ranged weapon,
            preferably a bow or sling. Make sure you have 60-80 arrows or bullets.
            After Firebead casts Protection From Evil on you, head for the foot of
            the stairs. Then, from that vantage point, attack him with your ranged
            weapon. He will begin casting, but you can interrupt it by heading up
            the flight of stairs. Head down again, fire once with your ranged
            weapon, then quickly head up before the completion of his spellcasting.
            Do this repeatedly and you will end up slaying the poor mage and
            gaining 2700 XP before you even set foot outside Candlekeep. This will
            make your main character level 2 or 3! Winthrop, the guests at the inn,
            and the tutors will become hostile but do not kill them. Grab
            Firebead's things and  either use them, or sell them to buy back your
            lost reputation."
        Firebead: Candlekeep, Candlekeep Inn (x 198 y 404)
        Tethtoril: Candlekeep (x 3154 y 1304)
      - Fuller's Bolts
        If you're still in the Inn, buy some bolts, and take them to the barracks.
        There you will give your bolts to Fuller who apparantly can't walk up the
        street to get some himself. (Or he's humoring you) When you talk to Fuller,
        ask him if he has any errands for you to run.  Talk to him again and give
        him the bolts for your reward, a dagger +1 and 50 exp.
        Barracks: Candlekeep (x 1570 y 2447)
      - Hull's Sword & Medicine
        While you are still in the barracks, in the NE corner is a chest.  Open the
        chest and take the contents (a sword, and a bottle).  Now take the sword
        to Hull, who is by the main gate.  Talk to him, and he'll tell you that he
        forgot his sword.  Talk to him again to give it to him.  You get 20gp and
        50 exp for your trouble.
        Barracks: Candlekeep (x 1570 y 2447)
        Hull: Candlekeep (x 3662 y 2431)
      - Nessie's Green Elixer
        Now we're going to finish up these subquests by going up to Nessie (the
        cow, she's by where you got the book for Phlydia).  Talk to Dreppin (if you
        didn't talk to him before, you'll have to talk to him 3 times) and he'll
        take the potion from you, and you get 50 exp.
        Dreppin: Candlekeep (x 3264 y 430)
      - Killing Rats
        Talk to Reevor by the Storehouse, and he'll pester you to kill the rats in
        the storeroom.  Go inside and do just that.  Come back out and talk to
        Reevor again to get your reward, 5gp and 50 exp.
        Reevor: Candlekeep (x 4335 y 1454)
    Assassination Attempts (it gets its own category...hehe): 2
      - Priest's Quarters (x 2961 y 437)
        Assassins: Shank -- Dagger, 20 exp
      - Bunkhouse (x 2055 y 2668)
        Assassins: Carbos -- Dagger, 20 exp
        Note: If you kill these assassins before they turn red and attack you, you
              get 2 exp.  Your reputation doesn't decrease either.
      - Star Sapphire
        In Winslows Inn, in Candlekeep, there is a Star Sapphire in a locked chest
        on the second floor.  A Halfling thief with maxed out Dexterity & maxed out
        Lockpicking skills will crack this lock, & you can then sell the sapphire
        to Winslow for 1000 gp. Very nice at the start of the game. Other thieves
        might be able to pull this off as well, though I haven't tried.  There's
        also some spells in a locked bookcase on the first floor, in the room
        behind Winslow. (from The Bruce)
        Tip: Don't want to be a halfling thief, but still want the gem? If you're
             playing in multi-player (see general strategies) you can create a
             second character -- yes, that same halfling thief with maxed DEX and
             maxed pick locks -- specifically for this purpose. Once he has the
             gem, you can drop him and keep the spoils.
      - Learn to Fight
        If you want to learn the battle system of Baldur's Gate in a controlled
        atmosphere, simply talk to the Gatewarden at (x 3065 y 3899) to set up a
        simulated combat experience.  You get no items from it, however, nor do you
        get any experience.
        Orlandu sent me this:
          "You actually do get SOME xp from fighting in the illusionist's place, if
          you are fighting monsters he hasn't conjured up yet, up to the
          hobgoblins.  It is just a tad hard to divide 1 xp to 6 people and get a
          whole number."
        edwardalacey sent me this:
          "During the prologue, there is an easy way to get some equipment for
          free.  Accept the Gatekeeper's offer of training in party combat (you
          have to have only one person in your party to be able to do this) and
          take all the temporary NPC's equipment (they have, among other things, a
          Small Shield +1 and a Wand of the Heavens). Yes, I know the items
          disappear if you leave, but if you export your character, start a new
          game, and then import him/her again, you get to keep them."
          Ed. Note:  However, if you DO do this trick, then do NOT go into this
                     area again!  When you are taken out of it, your items will
        Rolf Zehb found a way to keep these NPC's:
          So I discovered, that those 5 npc in candlekeep (which are found together
          with "obe") could be taken outside of candlekeep without cheating.  How
          to get them:
            - have your training solved and before talking to obe the last time
              dismiss all of the npc in your group. while doing so stand near obe,
              so that you can talk to him. have the npc dismissed in a way, that
              they stand near you either.
            - then talk to the npc and if they want to join you answer "no".
            - now talk to obe and just before he teleports you outside - pause the
              game! (bit tricky but possible)
            - then (while the game is paused) talk to any npc.
            - then unpause.
          Sometimes when you are already teleported outside, a dialog-box appears
          and the npc ask you to join you!  If all goes right you have one npc
          still near obe!  Let this one talk to all the remaining npc.  Switch back
          to your main character and have him go instantly to gorion.  Talk to him
          and leave candlekeep.  The automatic scene with Sarevok starts.  If
          finished all the npc are still with you!
          Some of them are very interesting (one having the identification spell
          ready), one having lay-on-hands as special ability, one having
          invisibility and one having slow poision.  The dwarven fighter has a
          CON of 19 an he has even higher hitpoints than possible with a score of
          19.  The thief has extraordinary thiefish abilities!  The only lack is
          that none has a biography - but hey...
      - Learn to Fight part 2
        Another place to learn to fight is to talk to Jondalar (x 4094 y 1331).  He
        will attack you, you attack back.  Erik will sneak up behind you and shoot
        you with arrows.  Don't worry, they don't damage you.  You get nothing from
        this either.
      - Free Healing Potion
        Go to the healer's (x 3566 y 2932) and talk to the Priest of Oghma there,
        and tell him that you could use a little healing, and he will give you a
        potion of healing.
    1a. Crossroads: Area E of Candlekeep & Area S of Friendly Arm Inn    [ATHCRS]
    Note:  This is actually 2 areas in one since there isn't all that much to do
           here.  So, pay attention to where each subquest item is.
      Note: I wouldn't bother with Xzar and Montanon here unless you are forming an
            all evil party.  One thing to do if you don't want to keep them, is to
            take them temporarily, steal everything they have of value, and then
            leave them. (they only really have a Studded Leather Armor, but Imoen
            could use that at this point!)  Another viewpoint would be to take and
            keep the duo until you find better people.
                     S  D  C  I  W  Ch
      - Imoen        9  18 16 17 11 16      Human        Thief         Neutral Good
        Imoen automatically will join you immediately after Gorion's death.  Unless
        you run away, that is.  Sometimes she comes with a Wand of Magic Missiles,
        now who did she steal that from?
      - Xzar         14 16 10 17 16 10      Human     Necromancer      Chaotic Evil
        Xzar and Montaron will join you on the crossroads right out of Candlekeep,
        and they want to go investigate the Nashkel mines (who doesn't).
        Where he is:  Crossroads (E of Candlekeep) (x 4577 y 2693)
      - Montaron     16 17 15 12 13 9      Halfling  Fighter/Thief     Neutral Evil
        Montaron is the dumb half of Montaron and Xzar, and goes where Xzar goes.
        Where he is:  Crossroads (E of Candlekeep) (x 4515 y 2707)
    Enemies: Gibberlings, Xvarts, Bandits, Wolves, 1 Ogre (see subquests below)
    Treasures:  Girdle of Masculinity/Feminity (An Ogre and His Belts)
                Girdle of Piercing (An Ogre and His Belts)
      - You are now in the area where Gorion was killed, you need to go east, then
        north to get to the Friendly Arm Inn.
        Note: When you first enter the crossroads area, Elminster will talk to you.
        Strictly speaking, you don't have to go the Friendly Arm Inn at all. If you
        don't want Jaheira / Khalid, you can just head south to Beregost / Nashkel
        right away.
      - Chase and the Cliff
        Chase apparantly has nothing to live for, and is going to hurl himself off
        of a cliff.  You can talk him out of it, but it's not readily apparent what
        effect this has on the game.  No matter what you say to him, he doesn't
        Chase: Area E of Candlekeep (x 1458 y 2412)
      - An Ogre and His Belts
        There is an ogre here who has a belt fetish.  Kill him and take the two
        belts.  The larger looking belt is the Girdle of Masculinity/Feminity
        (changes your sex) and the smaller one is the Girdle of Piercing + 3 vs.
        piercing.  You may want to wait to do this until you have more than 2
        people.  If you want, you can return the Girdle of Piercing to its owner,
        Unshey, in the Friendly Arm Inn (see that section below). I, however,
        never give it back. It is just too good against arrows.
        Ogre: Area S of Friendly Arm Inn (x 4787 y 1665)
      - Search Gorion's Body (area E of Candlekeep)
        You will find some treasure's around where Gorion was killed, including a
        letter that has some clue's about your origin. (x 3149 y 1373)
      - A Diamond (from Silviu)
        On the east side of the map is a stone path.  The path has three curves in
        it, one to the east and two to the west.  At the second curve to the west,
        the northern most curve, there are two trees standing on either side of the
        curve.  In the west tree, halfway up the treetrunk, a diamond can be found
        (worth 500 Gp.)
        Coordinates: Area E of Candlekeep (x 4418 y 1956)
      - A downed Caravan (area S of Friendly Arm Inn)
        You can check out a destroyed caravan, but there's only 7 gp there to be
        had.  (x 2348 y 3343)
      - Ring of Protection (from edwardalacey)
        On the map directly south of the Friendly Arm Inn there is a Ring of
        Protection +1, in a hole in a rock.
        Rock: Area S of Friendly Arm Inn (x 1006 y 1114)
    2. Friendly Arm Inn (AR 2300)                                        [2FRNDL]
    Companions:      S  D  C  I  W  Ch
      - Jaheira      15 14 17 10 14 15    Half-Elf   Fighter/Druid     True Neutral
        Jaheira and Khalid were good friends of Gorion, and will go with you every-
        where.  However, if you say "No" to them the first time they want to join,
        you won't be able to get them.  Ever.
        Where she is:  Friendly Arm Inn, Ground Floor (x 329 y 685)
      - Khalid       15 16 17 12 10 9      Half-Elf      Fighter       Neutral Good
        See Jaheira above for a description.
        Where he is:  Friendly Arm Inn, Ground Floor (x 329 y 685)
    Enemies: Hobgoblins
      - Beat the assassin, Tarnesh, to gain entrance to the Inn
      - Talk to Khalid and Jaheria and get them to join.  They tell you to go to
        Nashkel to the south to find out about this tainted ore thing. Don't worry,
        if you "forget" to go there, they will remind you. Again and again.
      - From here if you want a Paladin, go north and get Ajantis, otherwise head
        south to Nashkel.
      - Unshey's Belt
        If you want to part with the Girdle of Piercing (I would keep it), talk to
        Unshey in the Friendly Arm Inn to get a reward: History of Tethyr, 95gp,
        and 800 exp. If you give it away, you can kill him to get it back, but
        you will lose REP. You cannot pickpocket the belt.
        Unshey: Friendly Arm Inn, Second Floor (x 1190 y 753)
      - The Noble's Golden Pantaloons
        On the third floor of the Friendly Arm Inn you will find a nobleman who
        mistakes you for the laundry service of the inn, and he gives you his
        Golden Pantaloons for washing.  You can't do anything with the pantaloons
        so give them back to the Noble for 100 exp.  Not bad for not doing a thing.
        On the other hand, if you keep the pantaloons ("always keep the
        pantaloons") there is some payoff if you import your character into
        Baldur's Gate II.
        Noble: Friendly Arm Inn, Third Floor (x 336 y 673)
      - Landrin's Spiders
        Landrin's house in Beregost has been overrun by spiders, and that is why
        she is hiding in the Friendly Arm Inn. Someone should tell her about the
        Jovial Juggler Inn, it's right next door to her house! She gives you a
        bunch of antidotes and promises a reward if you bring back the body of the
        spider, her husband's boots, and some wine.  Go to Beregost, and into the
        house by the Jovial Juggler.  Kill the spiders, loot one spider for its
        body, then search the house for the wine and boots. Take the 3 items and
        return to Landrin for your reward: for the boots (300 exp, 120gp), for the
        Spider Body (200 exp, 100gp), and for the wine (300 exp, 75gp). You have to
        turn each item in separately.
        Landrin: Friendly Arm Inn, Third Floor (x 796 y 735)
        Spiders: Beregost (x 3078 y 3416)
      - Joia's Flamedance Ring
        Hobgoblins north of the Inn have swiped Joia's flamedance ring.  Kill them
        to get it back.  Joia is in the house just to the west of the outer gate in
        the inner grounds.  She won't give you anything, but you get 400 exp and
        Rep + 1.
        Hobgoblins: Friendly Arm Inn (x 2554 y 292)
        Joia: Friendly Arm Inn (x 1536 y 2484)
      - Ring of Wizardry (from edwardalacey)
        When you arrive outside the Friendly Arm Inn, walk along the bottom of the
        map, to the east. You find a large tree with a slightly darker patch on the
        ground nearby, at x=2555, y=3759. If you move the mouse over it you will
        find that it is a container and contains the Ring of Wizardry
        (x2 Level 1 spells).  This is hard to find but it is there.  I've heard
        that Tales of the Sword Coast removed it, but that the TotSC patch put it
        back in.
        Ring:  Friendly Arm Inn (x 2555 y 3759)
    Assassination Attempts: 1
      - Steps to the Entrance (x 3364 y 2252)
        Tarnesh -- 120 exp, 58gp and 3 spells
    3. Beregost                                                          [3BRGST]
    Note: When you first enter Beregost, in addition to having to watch a little
          movie (which is on Disc 2), you also get some directions from Golin Vend.
    Companions:      S  D  C  I  W  Ch
      - Kagain       16 12 20 15 11 8       Dwarf       Fighter         Lawful Evil
        Kagain runs a Mercenary business, and one of his caravans has disappeared.
        Help him recover it, and you get to keep what you find.  Goodie.  Take him
        to the Area S of the Friendly Arm Inn and he will get disgusted with
        looking for Caravans, but will still stay in your party.
        Where he is:  Beregost (Shop North of Feldepost Inn) (x 1549 y 2031)
      - Garrick      14 16 9  13 14 15      Human         Bard      Chaotic Neutral
        Garrick will join you only after you finish the Silke subquest (see below).
        Where he is:  Beregost, by the Burning Wizard Inn (x 2564 y 2284)
    Enemies: none
    Treasures:  Ring of Protection +1 (Mirianne's Letter)
                Medium Shield +1 (Bjornin's Half-Ogres)
                Staff +1 (Silke)
                Algernon's Cloak (Algernon's Cloak)
                Ankheg Armor (Ankheg Armor)
      - We're just passing through Beregost on our way to Nashkel in the south, but
        there are a great many subquests here to do, and I would suggest doing all
        that you feel you can.
      - Mirianne's Letter
        Just south of Beregost you will find two Ogrillons, and on one of their
        bodies is a letter for a Mirianne, who lives in Beregost.  Take her the
        letter and she will give you a Ring of Protection + 1 and 300 exp.
        Mirianne: Beregost (x 4804 y 2086)
        Ogrillons: Area S of Beregost (x 3850 y 1460)
      - Firebead Elvenhair's Book
        You'll find Firebead in Beregost (he was also in Candlekeep while you were
        there) and he wants you to pick a book up for him, the History of the
        Fateful Coin.  You can find it across the street in the Feldepost's Inn
        (for 2gp).  Give him the book and you get 300 exp, the History of the Dead
        Three, and a Reputation + 1. (If he doesn't give you the subquest, you can
        still complete it, just buy the book and give it to him as if he had)
          Note: If you're cheap, the book History of the Fateful Coin can be found
                in a bookcase in the home directly south of Firebeard's place.
                (from John Van De Graaf)
          Josh Clue sent in this exploit:
            "Forgot to mention this one in the last e-mail. Even if you do kill
            Firebead in Candlekeep, he manages to pull himself out of the grave
            and back into his house in Beregost... Yep, we can put him down for
            good for another 2700 XP! You can use the same ranged weapon technique
            you used in Candlekeep if your level is still low."
        Firebead: Beregost (x 2044 y 2905)
        Feledepost's Inn: Beregost (x 1406 y 2640)
      - Marl the Drunk
        Marl is in the Feldepost Inn, and he has had his fill of adventurers.  He
        accosts you in the bar, and you can fight him (650 exp), but you can also
        talk him out of fighting.  Choose options 1, 1, 3, 3, 1.  For your trouble
        you get 900 exp.  Interestingly enough, if you choose to kill him you do
        not get a decrease in reputation.  (which leads to this oddity found by
        edwardalacey:  After calming Marl down, you can kill him to get that
        experience as well, with no loss of reputation!)
        Marl: Beregost, Feledepost's Inn (x 1406 y 2640)
      - Kagain's Quest
        Kagain lost a caravan that he was protecting, and a noble's son was
        kidnapped by bandits.  Agree to help him get the kid back, and he will join
        with you.
        Kagain: Beregost (x 1516 y 2030)
      - Landrin's Spiders Part 2
        We first heard of this quest back in the Friendly Arm Inn, and now we can
        finally complete it.  Go to Landrin's house, it is the one just to the left
        of the Jovial Juggler Inn.  Inside will be several spiders.  Kill them, and
        one will leave behind a spider body for you to take.  Also take the Worn
        Out Boots and the Wine in the chest by the bed.  (you don't want to use
        either, since we are returning them to Landrin back in the Friendly Arm
        Inn)  Take the items back to Landrin for your reward: for the boots (300
        exp, 120gp), for the Spider Body (200 exp, 100gp), and for the wine (300
        exp, 75gp).
        Landrin: Friendly Arm Inn, Third Floor (x 796 y 735)
        Spiders: Beregost (x 3078 y 3416)
      - Gurke's Cloak
        The Dwarf Gurke, whom you can find in the Jovial Juggler Inn, has had his
        cloak stolen from him by some Tasloi in the Cloakwood Forest.  You will
        find it semi-hidden under a tree.  Take it and return to Gurke, who doesn't
        actually want it anymore to get your reward: 300 exp, and you get to keep
        the Cloak of Non-Detection.
        Gurke: Beregost (x 3760 y 3627)
        Cloak: Cloakwood Forest One (x 4391 y 3472)
      - Bjornin's Half-Ogres
        The Paladin Bjornin, who is recuperating in the Jovial Juggler Inn, was
        beaten by some nasty Half-Ogres south south-west of Beregost.  (Go south
        twice, then west once)  Go there and defeat all the Half-Ogres that you can
        find, then return to Bjornin to get your reward:  Medium Shield +1, 400
        exp, Reputation +1
        Bjornin: Beregost (x 3760 y 3627)
        Half-Ogres: Area S-SW of Beregost
      - Silke
        If you talk to Garrick, who is in front of the Burning Wizard Inn, he asks
        for your help in defending the Lady Silke.  Agree to his proposal, and
        follow him to Silke.  Talk to Silke, if she likes the look of you she will
        offer to pay more than what Garrick offered (I got 400 offered).  The
        "thugs" will show up, but act like Silke had hired them for some purpose,
        and now she had double crossed them.  Refuse to kill them and instead kill
        Silke (900 exp, 400gp, Staff +1, Potion).
        Tip: You can pickpocket each of the 3 men for potions of defense. Do this
             before talking to them. If you don't have enough pickpocket to get
             the potions, they will stay there as long as you don't talk to them.
             (from Yamian)
        Talk to one of the men who Silke was going to kill to get a Potion of
        Defense.  Lastly, if you want, you can get Garrick to join your party.
        If you do what Silke asks and kill the three men, you get 400 gp, lose
        2 reputation points, and can't get Garrick to join you.  Then, of course,
        you could just kill Silke afterwards...
        Garrick: Beregost (x 2498 y 2267)
        Silke: Beregost (x 3455 y 2143)
      - Zhurlong's Boots
        In the Burning Wizard Inn you will find a "pesky" thief named Zhurlong.  He
        was going about his business (stealing from people like you) and had his
        Boots of Stealth stolen by some Hobgoblins.  You can find these Hobgoblins
        to the south of Beregost.  Oh, and did I mention that he swipes gold from
        you everytime you talk to him?  Return the boots to get your gold back, and
        to get a reward: 300 exp, 100gp (plus whatever he stole from you).  Or you
        could keep the boots, they are Boots of Stealth (stealth +35%).  Or you
        could give him the boots, then kill him and take the boots back, suffering
        no loss in reputation.
        Zhurlong: Beregost (x 2649 y 2030)
        Hobgoblins: Area S of Beregost (x 1865 y 2449)
      - Perdue's Short Sword (from Operador de Sala and edwardalacey)
        You can find Perdue in the Red Sheaf Inn.  A Gnoll has stolen his short
        sword in High Hedge.  Be careful when you talk to Perdue, because you can
        easily lose this subquest.  He tells you about a Dog Face and you have to
        say to him if the Dog Face is a Gnoll.  Give the sword to Perdue for your
        reward: 50 gp and 500 exp.
        The correct conversation thread is 1,2,1,1.
        Perdue: Red Sheaf Inn (Beregost) (x 3273 y 2124)
        Gnoll: High Hedge (W of Beregost) (x 3780 y 2818)
    Assassination Attempts: 1
      - Inside the Red Sheaf Inn (x 3273 y 2124)
        Karlat -- 270 exp, Chain Mail, Shield, 38 gp
      - Robbing Houses
        There are a great many houses in Beregost that you can rob.  I would send
        in only your thief, and once inside, immediately save it.  Then rob the
        house.  If any of the chests are locked, try to pick it first, then bash
        it.  If you get caught, re-load and try again.  If you don't get caught,
        your reputation can't go down!
      - Algernon's Cloak
        In the Feldepost's Inn on the second floor you will find a fat man named
        Algernon.  Pick his pocket to steal his wonderful cloak. (save it before
        you do this, as if it fails, he will attack and you lose reputation)  So
        what is so special about the Cloak?  Well it has the obvious effect of +2
        Charisma.  But if you use it as an item (click on the backpack icon) you
        can charm people/animals/monsters.  Cool.
        Feledepost's Inn: Beregost (x 1406 y 2640)
      - Oogie Wisham's fear of Paladins
        On the second floor of the Jovial Juggler you will find Oogie Wisham, who
        has a dreadful fear of the Paladin Bjornin.  Nothing you say will fix his
        irrational fear.
      - Ankheg Armor
        If you have an Ankheg Shell you can either sell it for 500gp, or you can
        turn it into a very nice armor (AC 1) for 4000gp.  Talk to Taerom in the
        Smithy about it and try to get the armor made (it's the first option in
        your dialogue).  If you have 4000gp good, but if not, you can always go
        hunt down Bassilus for the money.  See the 3b. Area SW of Beregost section
        for the Bassilus subquest.  It will take him about 10 days or so to make
        the armor.
        Smithy: Beregost (x 4615 y 2828)
    3a. High Hedge (West of Beregost)                                    [AHGHHD]
    Companions:      S  D  C  I  W  Ch
      - Kivan     18/12 17 14 10 14 8        Elf        Ranger         Chaotic Good
        Kivan wants to hunt some bandits.  If you kick him out of the party, he
        stays gone for good!
        Where he is:  High Hedge (x 3652 y 1472)
    Enemies: Skeletons, Gnolls, Gnoll Slashers, Flinds, Ghasts
      - We've come to High Hedge for a few reasons, to pick up the Ranger Kivan,
        who makes a good addition to a good aligned party, and to enter High Hedge
        to talk to the Wizard Thalantyr there.  He sells many great and wonderful
        things, magical items, and spells!  You will have to talk to him twice to
        get him to talk to you.  Also be wary of his Flesh Golems!
      - Perdue's Short Sword
        Gnoll: High Hedge (W of Beregost) (x 3780 y 2818)
      - At the entrance to High Hedge you will find a burgler named Permidion
        Stark.  He is planning the Greatest Heist of all time, robbing the High
        Hedge.  Of course, he gets scared and runs off.  It would seem that there
        are Flesh Golems inside, and that they are too much for him.
      - There is an Aquamarine Gem (value 75gp) in a house at (x 1757 y 1526)
    3b. Area SW of Beregost (South of High Hedge)                        [BRSWFB]
    Companions: none
    Enemies: Wolves, Skeletons, Ghasts, Hobgoblins, Hobgoblin Elites
    Treasues:  War Hammer +2 (The Dark Cleric Bassilus)
      - We're here mainly to kill Bassilus and then to take his holy symbol to the
        Temple East of Beregost for the 5000gp reward!
      - Melicamp the Chicken
        In the North East of this area you will find a talking chicken being
        attacked by a wolf.  Kill the wolf and talk to the chicken.  Turns out he
        is Melicamp the Mage, and he appears to have polymorphed himself into the
        form of a chicken, but now can't reverse it.  You can try to dispel it, but
        if you fail, then he asks you to take him up to High Hedge where Thalantyr
        can reverse it.  When you are back in the High Hedge area, find a skeleton
        and kill it (they're around), and take its skull.  You'll need it.  Go
        inside and talk to Thalantyr.  Once he is done talking, and has told you to
        go get a Skull, talk to him again. (I would save it before doing so,
        however)  Thalantyr will cast "antichickenator" and there is a 50% random
        chance that it will work. (which is why we saved it!  If it didn't work,
        simply reload)  Reward: 2000 exp, and a reputation +1
        Melicamp: Area SW of Beregost (x 4543 y 407)
        Thalantyr: High Hedge (x 2922 y 2619)
      - The Dark Cleric Bassilus
        As you may know from Beregost, Bassilus has a bounty on his head the size
        of 5000gp.  Bassilus is located to the south and east of the area, and
        getting there you may encounter Footy from Beregost, who was looking at
        Bassilus' "spooks".  Go near him, and talk to him, he will mistake you for
        a long lost parent (depending on your gender, mother or father).  In order
        say this, 3, 1, 1.  He will get angry and lose control of his skeletons and
        zombies (they all fall down, dead once more).  All you have to do now is to
        defeat him! (exp 975)  Take at least his Holy Symbol (you will probably
        also want that War Hammer +2, leave the Gauntlets where they are--they're
        cursed) and go to the Temple East of Beregost.  Talk there to Keldath
        Ormlyr to get your reward: 5000gp, 1000 exp
        Bassilus: Area SW of Beregost (x 4229 y 2797)
        Keldath Ormlyr: Temple E of Beregost (x 1233 y 1064)
      - Zargal the Hobgoblin
        You may encounter Zargal near the center of the Area.  He wants all your
        money.  If you don't give it to him, expect a fight.  He gives 650 exp, and
        his 2 cronies each give 165, so not bad.  Plus they have a Short Sword +2.
        Zargal: Area SW of Beregost (x 2886 y 2457)
    3c. Area S-SW of Beregost (south of Bassilus' area)                  [CRSSWF]
    Companions: none
    Enemies: Half-Ogres, Skeletons, Gnolls, Hobgoblins, Ogres, Flinds
      - We're here to finish the Half-Ogre killing quest that Bjornin requested.
      - Bjornin's Half-Ogres (see the Beregost section above)
      - Help Drizzt Do'Urden
        Somewhere near the center of the map you will find Drizzt being attacked by
        some Gnolls.  He will ask for your help in defeating the Gnolls.  Agree and
        attack them.  Once the Gnolls are slaughtered, you can talk to Drizzt (of
        if you prefer, you could try to pick his pocket, although if he catches
        you...) and tell him about how things are in this area.  He will tell you
        to try to join up with the bandits in order to defeat them.
        Drizzt: Area S-SW of Beregost (x 2644 y 2107)
      - Kill Drizzt Do'Urden
        Alternatively, you could kill Drizzt and take his neato items. Despite what
        you may think, his armor is just standard enchanted chain mail. So no, you
        can't case arcane spells while wearing it.
        KyleEChu sent me this:
          "Here's a tip I use all the time: The Best Way to Kill Drizzt!
          The best time to do this is when your reputation is 14.  Killing Drizzt
          will incur the same penalty as killing an innocent.  At 14, you only lose
          5 points.  Equip your entire party with projectile weapons, and stock up
          on ammunition.  Have everyone carry as much ammunition as they can.  Ask
          a sacrificial NPC to join.  Garrick or Edwin are good for this purpose.
          Now go to the area where Drizzt is (S-SW of Beregost) and position your
          main party on the south edge of the small island in the middle of the
          lake.  The south shore of the lake should just be visible to them.
          Select your sacrificial NPC and approach Drizzt.  When he tries to talk
          to you, lure him to the south shore of the lake so that your main party
          can see him.  Threaten Drizzt and he will attack, and most likely smash
          your sacrificial NPC into pieces.  He will not be able to reach the rest
          of your party.  Select your main party and let him have it!  Because you
          are low-level and he has a high AC, you need to practically rely on
          critical hits to damage him.  After you knock off his 96 HP, he finally
          falls and you can go get his stuff."
        edwardalacey had this to add:
          "KyleEChu's method for killing Drizzt is very clever, but here is a piece
          of advice which might help if anybody has trouble with it.  When I tried
          it I found that Drizzt came around the lake and killed me.  The solution
          turned out to be my "path search nodes" setting.  It was 32000, which was
          enough for the program to find a path around the lake, but when I turned
          it down temporarily to the minimum 2000 using the configuration program
          he could not get round and I could kill him."
          Editor's Note:  You change your "path search nodes" setting in the
                          Baldur.ini file in the Baldur's Gate directory (which
                          should be something like
                            C:\program files\black isle\baldur's gate\).
                          If you can't find it in the baldur.ini, you can add it
                          under [Program Options]
                          Path Search Nodes=2000
        Juha Alm has another way to take out Drizzt:
          Killing Drizzt: I know a way to kill Drizzt with no one getting hurt.
          First have Drizzt stop walking by clicking on him as you would talk to
          him. But don't talk, stop and let 4 of your NPC's walk next to him so he
          cant move. Now go stand next to one of them. Remove the NPC from your
          party, and because you're standing right next to him/her, he wont walk
          towards you, only starts speaking. Now do this to the other 3 NPC's.
          After done you'll have Drizzt trapped in the middle of 4 characters, and
          he wont attack them because they are not in your party, and they are
          civilians. Now just fire with magical arrows or take a long weapon
          (spear, staff or halberd) and go stand behind one of your NPC's. You can
          hit over him/her, and Drizzt can't hit you back because he can't reach
          you with his scimitars. And when you kill him with only 1 or 2
          characters in your party, the main character gains all of the 12000 (1
          char) or "only" 6000 exp. with 2 characters on party.
      - Teyngan the Bandit
        Teyngan is a humble bandit, all he wants is your money or your life.  Him
        and his two bandit cohorts, Jemby and Zekar will fight you if you don't
        surrendur all your money.  Caution, Jemby is a mage!  Defeat them and steal
        their treasures.
        Teyngan: Area S-SW of Beregost (x 3851 y 1348)
      - Chelan & Torlo
        Seems the iron shortage has put these poor sods out of work, and they now
        fish 24 hours a day.
        Chelan: Area S-SW of Beregost (x 2153 y 1179)
        Torlo: Area S-SW of Beregost (x 1581 y 1064)
      - Abandoned House
        House: Area S-SW of Beregost (x 1385, 714)
    3d. Area S of Beregost                                               [RSFBRG]
    Companions: none
    Enemies: Hobgoblins, Ogrillons, Ghouls
    Treasures:  Boots of Stealth (Zhurlong's Boots)
      - There are 2 subquests here to finish, Zhurlong's Boots and Mirianne's
      - Zhurlong's Boots (see the Beregost section above)
        Hobgoblins: Area S of Beregost (x 1865 y 2449)
      - Mirianne's Letter (see the Beregost section above)
        Ogrillons: Area S of Beregost (x 3850 y 1460)
      - Submerged House
        House: Area S of Beregost (x 3159 y 1559)
      - Bub Snikt
        You may find the Ogre hunter Bub Snikt around, he isn't very helpful,
        Bub Snikt: Area S of Beregost (x 1350 y 1781)
      - Flaming Fist accosts you as Bandits
        A Flaming Fist mercenary will accuse you of banditry near the southern end
        of the road.  Deny that you are a bandit, and explain that you are hunting
        bandits, because you are adventurers.
        Note: Or you can kill him and take his plate mail, with no loss of
              reputation! (from Robert Coutinho, and others)
        Flaming Fist: Area S of Beregost (x 3635 y 2911)
      - Cave
        There is a cave with some healing potions and some gold.
        Cave:  Area S of Beregost (x 1800 y 2200)
    3e. Area N of Nashkel (South of Area S of Beregost)                  [RNFNSH]
    Companions: none
    Enemies: Kobolds, Hobgoblins
      - We're only passing through here on the way south to Nashkel. This is
        probably the least important area in the game.
    Subquests: none
      - Lord Foreshadow
        If you want to talk to a snob, I mean, noble you can talk to Foreshadow.
        He is from Waterdeep, and he doesn't care much for the Sword Coast.  Snob.
        Notice how he "foreshadows" about spending some "nights" in "Neverwinter"
        in this coming year?  There are quite a lot of NWN related easter eggs in
        this game.
        Foreshadow: Area N of Nashkel (x 483 y 3526)
      - Hobgoblin Camp
        Camp: Area N of Nashkel (x 3288 y 807)
      - Portalbendarwinden
        The old (and somewhat naked) hermit Portalbendarwinden can be found near
        the SE of the Area, complaining about adventurers.  He is a rather
        unpleasant person, and the only information that you can get out of him is
        that you have a shiny aura.  Goodie.
        Portalbendarwinden: Area N of Nashkel (x 4077 y 2796)
    3f. Temple (Area E of Beregost)                                      [FTMPLL]
    Companions: none
    Enemies: War Dogs, Wargs, Vampiric Wolves (be careful of these, only magic
             weapons can harm them!), Dread Wolves, Brown Bears, Hobgoblins
      - Not much to do here, although a lot of things happen in the Temple. (i.e.
        you give him Bassilus' holy symbol, and you bring him wyvern heads)
      - The Town Drunk
        In the NW of the Area you will encounter a very drunk person, who demands
        (none too wisely) all your money.  He'll even claim that he is a LICH and
        that he will smite you with his magic powers.  It doesn't matter much how
        you end this one.
        Drunk: Temple (x 384 y 224)
      - Vestibule
        There is a Vestibule here with a couple priests inside.  Whee.
        Vestibule: Temple (x 474 y 864)
      - Pickpocket the Priest
        (from Yamian) You can pickpocket potions off the priest, and each of his
        Sirines will have a Pearl.
      - Galileus
        The Sage Galileus is observing the Heavens near the center of the Area.
        You can talk to him, but it doesn't much matter, all he says is that there
        are "interesting things" about to happen.
        Galileus: Temple (x 3018 y 1279)
      - Ashen
        If you haven't talked to enough nobles from Waterdeep, here's another one,
        and this one is twice as snooty!
        Ashen: Temple (x 913 y 2439)
      - Cattack the Hobgoblin
        You will find Cattack and his merry band of Hobgoblins near the West
        Central part of the Area.  Like most talking monsters he just wants all
        your money.  Don't give it to him and fight him instead. (oh and you can't
        join his group so don't bother asking!)  Cattack is only worth 120 exp, and
        has middling treasures.
        Cattack: Temple (x 3521 y 2556)
    4. Nashkel (AR 4800)                                                 [4NSHKL]
    Note: When you enter Nashkel for the first time, you get to watch a little
          movie (which is on Disc 3).  This should also begin Chapter 2.  As you
          cross the bridge into the town, you will have to talk to the soldier
          Bardolan.  Tell him that you won't be any trouble, and he'll leave.
    Companions:      S  D  C  I  W  Ch
      - Minsc     18/93 15 15 8  6  9       Human        Ranger        Neutral Good
        Minsc's life partner Dynaheir was kidnapped by Gnolls, and he wants your
        help to get her back!  If you don't rescue her in a timely fashion, Minsc
        will leave.  Furthermore if you refuse to rescue Dynaheir, he'll attack
        Where he is: Nashkel (x 3387 y 1957)
      - Edwin        9  10 16 18 9  10      Human       Conjurer        Lawful Evil
        Edwin wants your help in hunting down and killing Dynaheir.  If you talk to
        Edwin with Dynaheir in your party you would think that he would attack, or
        at the least wouldn't want to join, but he will.  Although he has some bad
        things to say about Dynaheir.  If you refuse him with Dynaheir in your
        party he leaves forever.
        Where he is:  Nashkel (x 2883 y 2959)
    Enemies: none
      - We're here mainly to get information about the troubles that we've been
        hearing about.  Talk to Berrun Ghastkill near the church, and he will tell
        you that there are "demons" in the mines who prevent anything from being
        mined there.  He asks you to go into the mine and find what is wrong, and
        deal with it.  After you have cleared this Quest talk to Berrun again to
        get your reward: 1000 exp, 900 gp, and a Reputation +1 (for more info see
        section 6. Nashkel Revisited)
        Berrun: Nashkel (x 2291 y 1298)
      - Captain Brage
        You will hear from the Priest of Helm of how Brage went insane and ran off.
        For more info check out the Area S of Lighthouse sub-section.
      - Oublek
        Oublek will mistake you for the mercenary called GREYWOLF who was hired to
        kill a local bandit named Tonquin.  He then offers to give you 200 gp.
        Refuse it by saying that you are not GREYWOLF, and you get a reputation +1.
        Oublek: Nashkel (x 2813 y 1648)
      - Joseph's Greenstone Ring Part 1
        In a house you will find the wife of Joseph, if you ask her for any
        information on the mines she will tell you to keep a look out for Joseph,
        and that his identifying feature is his Greenstone Wedding Ring. If you
        find the ring before talking to her, you may be unable to turn in the
        quest. (see the Nashkel Mines section for more information)  Return with
        it, and give the Ring to her to get your reward: 800 exp.
        Joseph's Wife: Nashkel (x 4224 y 2919)
        Ring: Nashkel Mines Interior Third Level (x 1596 y 260)
      - Minsc and Dynaheir
        Near the town barracks you will find Minsc, who will join you if you offer
        to help him free his life partner Dynaheir (he leaves if you spend too much
        time not doing anything related to that quest).  She was captured by Gnolls
        and is currently being held in the Gnollish stronghold far to the west. If
        you rescue her you also get 800 exp.
        Minsc: Nashkel (x 3387 y 1957)
        Dynaheir: Gnollish Stronghold (x 2529 y 1440)
      - Noober
        The most annoying person in the entire Realms can be found in Nashkel, and
        his name is Noober.  If you manage to put up with him long enough, he will
        eventually "run out of things to say" and wander off.  (after you get a
        small reward of 400 exp)  Personally I'm not usually that patient, and cast
        Polymorph Other on him to let him live the rest of his life as a squirrel.
        Such tough choices we have in life.  This one is easier to do if you talk
        to him instead of making him talk to you.
        Noober: Nashkel (x 2400 y 3150)
    Assassination Attempts: 1
      Inside the Nashkel Inn (x 1372 y 611)
      Neira -- 650 exp, Helm of Infravision, Scale, Club, M. Shield
      - Daer'Ragh isn't quite dead
        Go look in the cemetery for the grave of "Mark D" and you will find that
        its occupant isn't quite as dead as he pretends to be.  If you keep
        bothering the grave, he will summon a host of Phoenix Guards to kill you.
        When you kill a Phoenix Guard, they immediately return, but if you kill
        them again, they explode in a fireball.  Nasty.  If you are going to do
        this, make sure that everyone in your party has a Protection from Fire on
        them. He has nothing, and isn't worth much xp, so, it isn't really worth
        Grave: Nashkel (x 2926 y 1285)
        John Lucas has an interesting trick here:
          If someone is wearing a Ring of Fire Resistance, and you cast the cleric
          spell Protection from Fire on them, their fire resistance is now over
          100% and they recover hit points from fire attacks.  I think the ring
          gives 50% protection and the spell gives 80% which adds up to 130% and
          fire attacks display the message Character Name:  Damage Taken (-5),
          meaning you've recovered 5 hit points, or however many.
          I'm still playing through the game, but the best use of this I've found
          so far is in Nashkel with the Phoenix Guards, Oublek and some Amnish
          soldiers.  After the subquest with the artist formerly known as Prism and
          Greywolf, you've got a choice of how to handle the return of the gems and
          receiving your reward.  You can give both gems to Oublek at the same
          time, then kill him to get 4 gems (instead of 2) and about 3000 gp.
          Note, one of the sections lacking from your faq is about Pick Pocketing
          and all the good stuff you can get that way, but in this case, you can't
          pick pocket the gems away from Oublek, but you can get the Phoenix Guards
          to kill him for you (and hopefully some Amnish soldiers, too).
          Just give the ring of fire resistance to a good fighter and cast
          Protection from Fire (not the 1st level resist fire/cold).  Make sure his
          AC is as beefy as you can get it, and give him a good weapon like
          Drizzt's +5 scimitar (+3 to hit and +2 to AC).  Send all other party
          members into a nearby building and click on the "Mark D" grave to summon
          Daer'Ragh and the Phoenix Guards.  Just stand beside Oublek and whack one
          until he blows up.  Oublek's dead.  If there are any Amnish soldiers
          around, they'll start attacking the PG.  Move closer to the soldiers and
          when a PG blow's, it'll kill the soldier and you can collect all his cool
          stuff.  Each soldier has armor, sword and bow you can sell, the coolest
          non-magical helmet in the game (my character always wears one now),
          over-sized arrow stacks (up to 30) and, on at least one occasion, one of
          them had a spell scroll.
          The beauty of all this is that if the PG are doing any damage to you at
          all with their weapons (they are actually pretty wimpy except for the
          exploding fireball death), the fireballs will be healing you.  The
          Protection from Fire spell lasts a good while, so you could wander up and
          down the street with 3 or 4 PG following you, looking for more Amnish
          soldiers if you wanted to.
          As a side note, whenever a PG dies and explodes around other PG, the
          living ones are also healed by the fireball. That is, each one gets
          negative damage.
      - Volo
        You can find Volo in the Belching Dragon Tavern.
        Volo: Nashkel (x 2761 y 2374)
      - Free Ankheg Armor
        Sure you can just make a set of Ankheg Armor, but here's a free set!  Check
        out the small hole in the west of the field to get it and a pearl.
        Hole:  Nashkel (x 187 y 2742)
      - Winter Wolf Pelts (from Operador de Sala)
        In the Nashkell store you can sell the wolf winter shells for 500 gp, the
        merchant will ask automatically if you want to sell him the pelts, say yes.
        It is a good way to get some money. There is no limit to the number of
        pelts that he will buy.
        Store:  Nashkel (x 1693 y 834)
    4a. Carnival                                                         [ACRNVL]
    Note: I don't think that it is possible to win at gambling here, so don't try
    Companions:      S  D  C  I  W  Ch
      - Branwen      13 16 15 9  16 13      Human       Cleric         True Neutral
        To get Branwen in your party all you have to do is to free her from the
        Petrification enchantment that was placed on her by the Mage Tranzig.  Free
        her using a Stone to Flesh spell (you can buy them in Nashkel for 168gp or
        from Zeke at the Carnival for 500gp).
        Where she is:  Nashkel Carnival (x 3253 y 2882)
    Enemies: Kobolds, Ogres
    Treasures:  Knave's Robe (Zordral)
      - The only real reason to come here is if you need a Cleric, you can pick up
        Branwen (see the Branwen subquest below).
      - Branwen the Statue Cleric
        You will find the Statue of Branwen near the center of the carnival.  To
        free her from the enchantment you have to use a Stone to Flesh spell.  You
        can buy a scroll either back in Nashkel (168gp) or from Zeke who is
        standing a little to the SW (500gp).  Once freed she will gladly join your
        Branwen: Carnival (x 3253 y 2882)
        Zeke: Carnival (x 3052 y 3103)
      - Zordral
        It would seem that Zordral is convinced that Bentha is a witch, and is
        about to kill her, when you enter the tent.  You can't really talk him out
        of it, so say options 1, then 1 again.  He will get violent and attack you.
        Kill him (900 exp, 2 spells, Knaves Robe, 79gp), and then talk to Bentha.
        If you ask for a "trinket" she will give you an Antidote, if you ask for
        information she tells you that Volo is staying in the Nashkel Inn.  And if
        you say that the deed was its own reward, she gives you the Antidote
        Zordral: Carnival (x 2271 y 3042)
      - Lord Binky, the Buffoon
        For some measure of entertainment you can talk to Binky.  However, Binky
        just wants to make fun of you, so don't expect anything profound from the
        Binky: Carnival (x 2003 y 3100)
      - Vitiare the Thief
        In a tent you will be robbed of 100 gp by Vitiare the Thief.  Easiest way
        to avoid this is to not go into the tent!  Although since it is a thief,
        you could steal from him (payback time).  But for that, you'll have to kill
        him.  First, save your game.  Equip all of your characters with ranged
        weapons then, enter the tent and immediately, pause the game.  Now tell one
        of your fighters to go speak to him and unpause.  If you did this right,
        Vitiare won't move and will wait for your fighter to get near to initiate
        the conversation.  Once he steals 100 gp from you and tries to get away,
        force-attack him with all of your party members.  You have to be quick and
        kill him before he gets to the exit of the tent or he'll be gone forever.
        If he gets away, reload and try again.  Killing him gives you: 12 xp, a
        Dagger, 1 Healing Potion, 1 Potion of Master Thievery, 1 Potion of Agility
        and 173 gp.  Don't worry, you won't lose any reputation points for killing
        Vitiare:  Carnival (x 1555 y 2928)
      - The Merchants Two Potions
        In one of the tents you will find a Merchant who sells "Wonders".  But due
        to the Iron Shortage, all he can sell are two potions, each for 50gp.  One
        is a Titan's Might potion which sets your Strength to 25, but takes your
        Constitution and Dexterity down to 3.  The other makes you smart as
        Elminster (Int 25), but takes Strength and Wisdom down to 3.  Each potion
        lasts about 24 hours.  So use caution before using one of these!
        Personally, I suggest you sell them for 250 gp each (easy money for low
        level characters at the start of the adventure).
        Merchant: Carnival (x 1865 y 3518)
      - The Great Gazib and The Amazing Oopah
        The Great Gazib puts on quite a show each time you speak to him by making
        his Ogre friend (Oopah) explode. Of course, on the third time, Oopah is
        angry of exploding for puny pink weaklings and wants to smash their faces.
        So be ready to fight Oopah the third time you speak to The Great Gazib.
        Your reward: 270 xp for killing Oopah.
        The Great Gazib and The Amazing Oopah:  Carnival (x 1283 y 3202)
    4b. Area W of Nashkel                                                [BRWFNS]
    Companions: none
    Enemies: Xvarts, Cave Bears, Wolves
    Treasures:  Bracers AC 8 (Cave Bear Cave)
                Flail +1 (Cave Bear Cave)
      - This area isn't that significant (unless you hate Xvarts), so we're just
        passing through to get to the Gnollish Stronghold and Dynaheir.
    Subquests: none
      - Xvart Village
        You will probably want to attack the Xvart Village here.  When you
        encounter the leader of the Xvarts, Nexlit, he will summon their protector,
        a Cave Bear named Ursa.
        Village: Area W of Nashkel (x 3540 y 1978)
      - Cave Bear Cave
        Just to the north of the Xvart village is a cave that contains one Cave
        Bear and 3 treasures: Bracers AC 8, Potion of Fire Resistance, and a
        Flail +1.
        Cave: Area W of Nashkel (x 4256 y 909)
      - Borda the travelling salesman
        In the western part of this area (go west from the Xvart village) you will
        find Borda, who wants to sell you a few things.  If you buy something from
        him, BEWARE, they will be cursed!
        edwardalacey had this to add:
          "Borda the cursed item salesman will attack you if threatened. You lose
          no reputation for killing him, and you get 900 experience, 74 gold, Web,
          Colour Spray, and Short Sword +1. However, he has magic resistance and
          casts Mirror Image, so he will hit you with a few Magic Missiles before
          you can damage him."
        Borda: Area W of Nashkel (x 669 y 1482)
    4c. Area N of Gnollish Stronghold                                    [CRNFGN]
    Companions: none
    Enemies: Ogre Berserkers, Hobgoblins, Gibberlings, Wild Dogs, Ogrillons, Ogres
      Note: There are 2 bridges across the stream here, the southern bridge is
            covered in the subquest "Jared and the Mountain Bear." The northern
            bridge is guarded by Ogre Berserkers and Hobgoblin archers. It is a
            much harder fight than you would think as they shoot poison arrows,
            and the Ogre blocks your path on the bridge, so they can hide behind
            him and shoot you freely. If you don't have a good set of ranged
            attacks, I would skip it.
    Treasures:  Long Sword +1 (Neville the Bandit)
                Boots of the North (Jared and the Mountain Bear)
      - We're just passing through here going to the Gnoll Fortress to the South.
      - Neville the Bandit
        How you talk to Neville completely changes the outcome.  If you ask that
        his men come out of hiding, he attacks you. (he is worth about 650 exp and
        has a Long Sword +1 too)  If you ask for all his gold, he steals some of
        yours (but you get 100 exp from that action).
        Neville: Area N of Gnollish Stronghold (x 3796 y 852)
      - Jared and the Mountain Bear
        The nobleman Jared is deathly afraid of a Bear on the other side of the
        south bridge here.  Go across and kill the bear.  Then return to Jared to
        get your reward: Boots of the North, 150 exp. If you don't get the boots,
        your CHA is too low.
        Jared: Area N of Gnollish Stronghold (x 4673 y 3665)
        Bear: Area N of Gnollish Stronghold (x 3215 y 3494)
      - The Eating Ogre
        There is an ogre by a fire who is not interested in fighting, all he seems
        to want to do is munch.  Talk to him twice to get him to fight you.
        Ogre: Area N of Gnollish Stronghold (x 415 y 920)
      - Laurel and the Gibberlings (from Operador de Sala)
        Laurel wants your help to kill some of these creatures, because they aren't
        good.  Then a Gibberlings band comes, kill all the Gibberlings you can see
        (Laurel will attack them, too).  When there are no more creatures talk
        again with Laurel for your reward: 250 exp.
        Laurel: Area N of Gnollish Stronghold (x 1273 y 1113)
    4d. Gnollish Stronghold (AR 5100)                                    [DGNLLS]
    Note: When you first visit the Gnollish Stronghold you get to watch a little
          movie (on Disc 3) which reveals where the Gnolls put their prisoners, and
          what happens to those prisoners as well.  Also note that most the enemies
          in the fort are constantly re-spawning, so even when you just kill a
          group of gnolls they could almost immediately come back.
    Companions:      S  D  C  I  W  Ch
      - Dynaheir     11 13 16 17 15 12      Human       Invoker         Lawful Good
        Dynaheir was kidnapped by the Gnolls, and must be rescued with Minsc in
        your party.  She is also linked to Minsc and if one leaves, the other does
        too.  She makes a good mage because she already knows such spells as
        Fireball. (depends on the level you get her at)
        Where she is:  Gnollish Stronghold (x 2529 y 1440)
    Enemies: Gnolls, Half-Ogres, Xvarts, Carrion Crawlers, Gnoll Slashers, Gnoll
             Veterans, Gnoll Chieftan
    Treasures:  Gauntlets of Dexterity (Gnarl, Hairtooth, and the Gauntlets of Dex)
                The Tome of Leadership and Influence (Charisma +1)
      - There is only really one reason to come here, and that is Dynaheir.  If you
        are coming with Minsc you are coming to rescue her, if you are coming with
        Edwin you are coming to kill her.
      - From the bridge go straight west. (the southern path leads to two Xvart
        caves, and the Tome, see Other below) Head up the stairs at (x 1462 y 1326),
        and then go east to the pit at (x 2472 y 1265).  Go down into the pit to
        find Dynaheir.
      - All you have to do now is to get out alive!
      - Gnarl, Hairtooth, and the Gauntlets of Dexterity
        Across the bridge are a couple of Half-Ogre guards named Gnarl and
        Hairtooth and they want you to pay for the privelege of crossing their
        bridge.  At first they want 200 gold, but you can haggle down to 100.  Or
        you could just kill them.  Each are worth 175 exp.  Plus on one of the
        bodies you will find the Gauntlets of Dexterity!  (they set someone's
        dexterity to 18, which will be a step up for most people, or a step down if
        you are above 18)
        Gnarl: Gnollish Stronghold (x 3814 y 2850)
      - The Tome of Leadership and Influence (Charisma +1)
        Just west of the bridge is a southern path which leads around the cliffside
        to a set of two caves.  In the eastern of the two caves are some healing
        potions, spells, and the Tome of Leadership and Influence.
        Book:  Gnollish Stronghold (x 820 y 2375)
    4e. Area SW of Nashkel                                               [ERSWFN]
    Companions: none
    Enemies: Winter Wolves, Gnolls, Cave Bears, Wolves, Xvarts, Dread Wolves,
             Dire Wolves, Flinds, Gnoll Elites
    Treasures:  Girdle of Bluntness (The Dryad and the Oak)
                Halberd +1 (Dire Wolf Cave)
      - Nothing but a few subquests to do here.  Also you can sell the Winter Wolf
        pelts back in Nashkel for 500 gp.
      - The Dryad and the Oak
        The Dryad of Cloudpeak needs your help to save a "wondrous ancient oak"
        from some villainy.  Agree to help her, and then go a little to the SW to
        find the tree and the two villains, Krumm and Caldo.  Talk to the north
        one, Caldo, and tell them that they'll have to go through you first.  Kill
        them.  Krumm (the south one) has a Girdle of Bluntness.  Talk to the Dryad
        again to get your reward: Aura Cleansed (whatever that does), an Antidote,
        500 exp, and a Reputation +1.
        Dryad: Area SW of Nashkel (x 3591 y 1894)
        2 villains: Area SW of Nashkel (x 3350 y 2065)
      - Drienne's Cat
        Just to the East of the waterfall you will find the girl Drienne crying
        about her lost cat.  Seems the cat fell into the waterfall and Drienne
        can't find her.  Go down and search the waterfall for the cat's body, and
        then return it to Drienne.  Turns out that this isn't the first time that
        the cat has died, and been raised from the dead by her necromancer father!
        As a reward you get:  200 exp, Reputation +1, and a Scroll (Protection from
        Drienne: Area SW of Nashkel (x 2084 y 2959)
        Cat: Area SW of Nashkel (x 1760 y 3318)
      - Ingot the Gnoll
        Seems the Gnoll Ingot wanted to roast Dynaheir alive, while the rest of the
        Gnolls did not, and so he was banished.
        Ingot: Area SW of Nashkel (x 553 y 1185)
      - Gnoll Territory
        The Gnolls in the north of the area will demand 50 gold because you have
        trespassed in their territory.  You can pay if you want.  They have better
        than average treasures for Gnolls, but nothing great.
        Gnolls: Area SW of Nashkel (x 3184 y 719)
      - Dire Wolf Cave
        Near the Oak Tree (see the Dryad and the Oak subquest above) is a cave.
        Inside you will find a single Dire Wolf and a treasure box.  Inside that
        box is a Halberd +1, 298gp, and a Tiger Cowrie Shell Necklace.
        Cave: Area SW of Nashkel (x 3141 y 2600)
    4f. Area S of Nashkel                                                [FRSFNS]
    Companions: none
    Enemies: Xvarts, Skeletons, Cave Bears
    Treasures:  Long Sword +1 (Sendai of Amn)
                Studded Leather +2 (Sendai of Amn)
                Bracers of Archery (Vax and Zal, the Fastest Dart Thrower in West)
      - Just one subquests here, and some other odd things (like the Bracers of
        Archery, see the Vax and Zal "other" below)
      - Albert's Dog Rufie
        Albert from Nashkel has lost his dog, and it is up to you to find him.
        Agree to help Albert and he will give you a chew toy to "entice" Rufie
        with.  You will find Rufie a ways to the east (he looks like a red wolf).
        When you have found him, he should follow you, now head back to Albert with
        the dog (or wolf) in tow.  Albert will turn into a demon (or something) and
        take the dog with him back to hell, for your trouble you get: 1000 exp.
        Alternatively:  Kill Ruffie, then talk to Albert to get 1200 experience.
        Albert: Area S of Nashkel (x 1315 y 999)
        Rufie: Area S of Nashkel (x 3753 y 751)
      - Larry and his two brothers (Darryl and Darryl)
        In the SE of the Area you will find 3 creatures, an Xvart, a Kobold, and a
        Tasloi.  They are named, Larry, Darryl and Darryl.  Talk to Larry (the
        Kobold) and if you ask why they are there they wander off saying that you
        are the "wrong generation".  Or you could ask for their autograph, and they
        will give it to you!  If you don't get this joke, you probably never saw
        the Bob Newhart Show.
        Larry, Darryl, and Darryl: Area S of Nashkel (x 4213 y 3452)
      - Sendai of Amn
        Sendai is a prickly sort, and she happens to have a very low opinion of
        everyone from the north of Amn.  Depending on how you answer her you will
        either end up in a fight, or she'll just wander off.  She has a lot of good
        treasures on her, plus is worth a bit of experience, but CAUTION she has
        two companions with bows and magic arrows!  So if you fight them, quickly
        move your fighters up to the archers to take out their effectiveness.
        (Alexander--300 exp, Scale, Hemlet, 29gp, Healing Potion, Long Bow, 30
        Arrows +1; Sendai--600 exp, Long Sword +1, Studded Leather +2, Helmet,
        Small Shield, 172gp; Delgod--300 exp, Scale, 30 Arrows +1, Long Bow, War
        Sendai: Area S of Nashkel (x 3103 y 887)
      - Vax and Zal (the fastest Dart Thrower in the West)
        Once you have encountered these two, you've seen just about everything.
        Vax will come up to you and demand all your money, on account that Zal
        could throw darts at you really fast.  If you don't want to part with your
        money you'll have to fight them.  (Zal--600 exp, Scale, Bracers of Archery,
        Darts, 49gp; Vax--400 exp, Scale, 2 Heal Potions, Halberd, 107gp)
        Vax and Zal: Area S of Nashkel (x 1270 y 2627)
      - Blurry Ledge (edwardalacey)
        In the area south of Nashkel (where you get the Bracers of Archery), there
        is what looks like a rather blurry ledge.  In it is Chromatic Orb and the
        hard-to-find Cloudkill.
        Ledge:  Area S of Nashkel (x 1791 y 413)
    5. The Nashkel Mines (Exterior)                                      [5NSHKL]
    Companions: none
    Enemies: Wolves, Winter Wolves, Kobolds, War Dogs, Ghasts
    Treasures:  Long Sword +2 (Prism's Final Masterpiece)
                Wand of Frost (Wand of Frost)
      - We're here to investigate the strange goings-on in the Mines.  To enter the
        mines talk to Emerson at (x 978 y 1125).  Then talk to one of the Amnish
        soldiers guarding the mines to get rid of two of them, and finally you
        enter the mine (x 1202 y 665).
      - Prism's Final Masterpiece
        You will finally find Prism working on his last piece here.  He had to
        steal some of the materials to make this, and so has the bounty hunter
        Greywolf after him.  Tell him that you are not associated with Greywolf,
        and agree to help defend him so that he can complete his work.  Not long
        after that Greywolf will show up, and will demand that you hand Prism over
        to him.  Don't.  He'll attack you then, beat him (1400 exp, Studded
        Leather, Long Sword +2, 102gp).  Prism finished his work, but doesn't live
        long to enjoy it.  You get: 1000 exp, and Reputation +1.  Search his body
        for 3gp and 2 Emeralds.
        edwardalacey sent me this:
          "After dealing with Greywolf and Prism, you can take Prism's emeralds to
          Oublek for a reward of 200 experience and 300 gold. Interestingly, you
          can drop one on the ground, claim the reward, pick it up, and claim the
          reward again."
          Editor's Note:  Or you could claim the reward once, and sell the other
                          Emerald for 750 gp.
        Terry deBoer has a different approach to this:
          After getting the emeralds from Prism, take them to Oublek and give him
          both at once.  After that, just kill him and he will not only have the
          two on his person, but another two have appeared as well!  Selling all
          four, plus the 2000+ gold Oublek carries gets you over 5000 gold, more
          than enough to bribe your rep back up.  It's risky though; it's best to
          charm him and lead him away, or the whole town will see your act.
        Prism: Nashkel Mines (exterior) (x 637 y 2709)
      - Galtok and the Kobolds
        Some Kobolds captured Galtok awhile back, but now he's escaped and they're
        chasing him.
        Galtok: Nashkel Mines (exterior) (x 3101 y 2873)
      - Wand of Frost
        In the hole of a tree in the top left of the map is a wand of Frost.
        Wand:  Nashkel Mines (exterior) (x 165 y 180)
    5a. The Nashkel Mines (Interior)                                     [ANSHMI]
    Companions:      S  D  C  I  W  Ch
      - Xan          13 16 7  17 14 16       Elf       Enchanter     Lawful Neutral
        Xan is a depressing person, but he is a capable mage (although he has the
        very large flaw of not being able to cast such spells as Magic Missile and
        Fireball!) and he has a Moonblade.  If you're overly rude to him he'll
        leave and never return.
        Where he is:  Nashkel Mines Interior (Fourth Level, Cave  x 793 y 588)
    Enemies: Kobolds, Huge Spiders, Kobold Commandos, Ghoul, Skeletons, Gray Oozes
    Treasures:  Ring of Holiness (Fourth Level)
                Short Sword +1 (Fourth Level)
    Note for Nashkel Mines:  Any monster that'll kill in these mines will not
                             respawn so you can go back to town for resupplying,
                             healing or resting.
      Entry Level:   Head south through the passages until you get to the Door to
                     the next level (x 2106 y 1834).  There's only two Kobolds to
                     kill on this level and they are near the exit to the second
                     mine level.
      Second Level:  When you first arrive here, Miner Beldin will run up to you
                     yelling that the yipping demons (kobolds) are after him.
                     Shortly they appear and attack (usually killing) him.  From
                     the entrance head NE along the passage until you can't go east
                     anymore, then head south to the Door to the next Level at
                     (x 3569 y 2559)
      Third Level:   This level has a lot of traps, so you must be cautious.  Head
                     south to the Bridge (you'll know it when you see it).  Careful
                     while crossing for the Bridge is trapped!  Now head east
                     through the third passage you find (x 1450 y 2500).  There
                     will be some Kobold Commandos shooting their Arrows of Fire at
                     you (ouch!).  This next room has three traps in it so have a
                     Thief disarm them.  If you can't disarm them, you won't be
                     able to avoid them.  So send whoever has the most hitpoints to
                     go trigger the traps, then go through the Door to the next
                     Level (x 3444 y 2338).
      Fourth Level:  Head northeast and then cross the bridge, and go into the
                     cave.  There will be three rooms in here, a north room, an
                     east room, and a south room.  There are usually some monsters
                     to clear out first. If you need a mage go into the
                     east room first and talk to Xan there to get him to join.
                     Then go into the south room and talk to Mulahey there.  It
                     doesn't really matter what you say as he eventually will call
                     the guards in either case. He will "summon" more kobolgs and
                     skeletons to aid him. Don't believe him when he wants to
                     surrender, just kill him.  Loot his body (you NEED the Holy
                     Symbol to collect the Bounty, and the Ring of Holiness gives
                     your cleric +1 spell for every level 1-4). Also be sure to
                     loot the treasure chest he has there too (2 Healing Potions,
                     790 gp, Short Sword +1, lots of spells, etc.).  Take the
                     scrolls in the chest to start Chapter Three.
      Getting Out:   Now you have a choice, you can either go back out the way you
                     came in, or you can continue to the Second Exit.  To go to the
                     2nd Exit, go out of the cave, across the bridge, then north.
                     Follow that path until you reach the exit.  Warning!  Once you
                     go out that way, you can't come back in!  It exits out into
                     the Area NE of Nashkel Mines area.
      - Kylee's Dagger (Entry Level, Second Level)
        A miner will come up to you and ask for you to give a dagger to Kylee,
        agree and he'll give you the dagger.  Give it to Kylee, who is on the
        Second Level to get your reward: 200 exp.
        Miner: Entry Level (x 1185 y 1684)
        Kylee: Second Level (x 835 y 2110)
      - Joseph's Greenstone Ring (Third Level)
        Ring: Third Level (x 1596 y 260)
      - Huge Spider Lair
        Lair: Third Level (x 1310 y 2630)
    5b. Area NE of Nashkel Mines                                         [BRNFNM]
    Companions: none
    Enemies: War Dogs, Amazons (see the Assassination Attempts), Ghouls, Ogre
             Berserkers, Ankhegs, Gnolls, Ogrillons
    Treasures:  Leather +2 (Assassination Attempts)
                Studded Leather +1 (Assassination Attempts)
                Chainmail +1 (Tomb 2)
                Wand of Monster Summoning (Tomb 2)
                Dagger +2 (Hentold and the Stolen Dagger)
      - This is the Exit area for the Nashkel Mines.  If you want a good fight,
        walk north and take on the assassination attempt.  Also there are some
        interesting tombs around here.  Otherwise just head west to go back to
      - Hentold and the Stolen Dagger
        Near the South Center of the area you will find a would-be tomb raider
        named Hentold.  Seems that he stole a dagger from a tomb and ever since has
        been pursued by its previous owner!  He gives you the dagger to give back
        to the creature that was following him.  Go a little to the east to reach
        the cave, go inside and the creature will ask for the dagger back, and once
        it has it, it will die.  You get 900 exp for your trouble.  However, you
        may want to simply kill the foul creature and get 3000 exp instead.  Plus
        you get to keep the dagger.  Feel free to loot this cave too.  Just because
        the last person who did so suffered from a terrible curse doesn't mean that
        you will too!
        Hentold: Area E of Nashkel Mines (x 1328 y 2987)
        Crypt: Area E of Nashkel Mines (x 1905 y 2838)
      - Narcillicus Harwilliger Neen and the Ooze
        Near the SE of the Area you will find the Mage Narcillicus experimenting on
        making a more effective Ooze.  Ask him for a copy of the spell and he
        attacks you.  Kill him (1400 exp) and his two Mustard Jellies.  Then take
        the spells off his body (lightning bolt, web). If you don't ask for the
        spell, he will summon 3 green slimes and run away.
        Narcillicus: Area E of Nashkel Mines (x 3784 y 2784)
    Assassination Attempts: 1
      Just North of the Exit Cave (x 2087 y 185)
      There are a lot of archers in this group, so get up close to them as quickly
      as you can.
      Telka   -- 600 exp
      Maneira -- 600 exp, Leather +2
      Zeela   -- 900 exp, Studded Leather +1
      Lamalha -- 1200 exp, Plate Mail, 2 Potions, Mace, Medium Shield, 94 gp
      - Tomb 1
        Inside this tomb you can find about 80gp, and a Ghoul.
        Tomb: Area E of Nashkel Mines (x 906 y 1728)
      - Tomb 2
        Inside this tomb are 3 Ghasts, a Chainmail +1, a Wand of Monster Summoning,
        a Pearl Necklace, a Potion, and some Magic Arrows.
        Tomb: Area E of Nashkel Mines (x 4531 y 2806)
    5c. Area E of Nashkel Mines (South of Area NE of Nashkel Mines)      [CRFNSM]
    Companions: none
    Enemies: Gibberlings, Dire Wolves, Winter Wolves, Dread Wolves, Cave Bears
      - Only a few things to do here, pick up Samuel and talk to Hafiz.
      - Lena and the body of Samuel
        Near the center of the Area you will find the noblewoman Lena and her
        injured friend Samuel.  She wants you to take the body of Samuel to the
        Friendly Arm Inn's Temple of Wisdom where Gellana (the cleric there) can
        cure Samuel.  Agree to do so.  When you talk to Gellana she'll take Samuel
        off you, and give you your reward: 500 exp, Reputation +1, and 2 potions.
        However, if you don't hurry up to the Friendly Arm Inn, Samuel will die
        before you get there and you get no reward.
        Samuel: Area E of Nashkel Mines (x 3138 y 2278)
        Gellana: Friendly Arm Inn (x 3882 y 2403)
      - Hafiz
        You will find the Old Dwarf Hafiz near the NW corner of this area.  You can
        trust him, he won't try to kill you.  He'll ask for your name, tell it to
        him and he'll reveal that his dreams have been about you.  Next he wants to
        know your life story, choose the bottom option to tell him your story, and
        he will give you a Protection from Magic scroll.
        Hafiz: Area E of Nashkel Mines (x 830 y 905)
      - Flaming Fist
        There is a Flaming Fist soldier in the western part of the Area.  He asks
        you to identify yourselves, and then says that he is looking for a deserter
        named Samuel.  He'll give you a measely 50gp if you turn Samuel in.  You're
        better off taking Samuel to the healer for Lena.
        Flaming Fist: Area E of Nashkel Mines (x 213 y 2480)
      - Ring of Fire Resistance (from Duncan Clay)
        In a crack in the cliffs around the middle of the map is a Ring of Fire
        Resistance, a Star Sapphire and an Ion Gem.
        Ring:  Area E of Nashkel Mines (x 1955 y 2372)
    6. Nashkel Revisited                                                 [6NSHKR]
    Treasures:  Boots of Avoidance (Assassination Attempts)
                Short Sword +1 (Assassination Attempts)
      - We've come back to Nashkel to receive our reward for killing Mulahey and
        clearing out the mines.  Talk to Berrun near the church to get your
        reward:  1000 exp, 900 gp, and a Reputation +1.  Also make sure to go kill
        Nimbul to get his wonderful Boots of Avoidance.
    Assassination Attempts: 1
      Near the Nashkel Inn (x 1224 y 717)
      Careful with this one, he casts Fear on you, which makes your people unable
      to fight.
      Nimbul -- 650 exp, Boots of Avoidance, Ring, Short Sword +1, 58 gp
    7. Beregost Revisited                                                [7BRGTR]
    Treasures:  Ring of Protection +1 (Plot, Third Item -- Tranzig)
                Wand of Magic Missiles (Plot, Third Item -- Tranzig)
      - When you re-enter Beregost after having cleared the Mines, Elminster will
        come up and talk to you again.  He reveals that the Bandits are in the
        North East.  Great.
      - Also Chloe, a mere child, will come up and tell you to meet someone in the
        Jovial Juggler Inn.  Don't worry, it's not another Assassination attempt!
        It's just Officer Vai of the Flaming Fist.  Go inside the Jovial Juggler,
        and Officer Vai will come right up to you.  She asks for your help in
        hunting down all the bandits, and will pay you a bounty of 50 gp for each
        Bandit Scalp that you give her. (you can also sell her books and Winter
        Wolf pelts--at full price, no less!)
        Jovial Juggler: Beregost (x 3768 y 3626)
      - We also have to pay a visit to the Bandits informer in Beregost (assuming
        you read the letters that you got from Mulahey), who is in the Feldepost's
        Inn.  You will find Tranzig on the second floor, in the first room to the
        south of the stairs.  Go in his room and talk to him.  Set your party up
        around him before you talk to him. (makes for easy killing later!)  Tell
        him that you know all about him, and that you aren't afraid of him.  He'll
        attack.  No matter what happens your map will be updated showing the
        location of the secret bandit camp. (i.e. he doesn't need to live!)  Plus
        you get 975 exp, Ring of Protection +1, Wand of Magic Missiles, 91 gp, and
        a Scroll.
        Feldepost's Inn: Beregost (x 1406 y 2640)
        Tranzig: Feldepost's Inn Second Floor (x 196 y 572)
    Note: If you sleep in the Inn here, you will have another Dream, and gain
          another ability, again Cure Light Wounds (or Larloch's Minor Drain).
    7a. Area E of Temple                                                 [ARFTMP]
    Companions:      S  D  C  I  W  Ch
      - Shar-Teel 18/58 17 9  14 7  11      Human       Fighter        Chaotic Evil
        When you first meet up with Shar-Teel she challenges your "Best Male
        Fighter" (this seems to be randomly chosen) to a duel.  If you don't have a
        Male, you can't get her.  If you turn her down, she leaves forever.
        Where she is:  Area E of Temple (x 273 y 303)
    Enemies: Gnoll Slashers, Lesser Basilisks, Basilisks (Korax is very useful
             against these as he can't be petrified!), Tasloi, Brown Bears, Black
    Treasures:  Adventurer's Robe (Mutamin's Basilisks)
                2 Long Swords +1 ¯¯|
                Golden Girdle      |__ Kirian the Adventurer
                Bracers AC 7       |
                Morningstar +1   __|
      - This is a good place to pick up some experience via Basilisk Hunting.
        Simply go pick up Korax (see Other below) and start hunting!  Save a lot,
        as well, since the Basilisks can kill instantly.
        If you have a mage, and don't want to use Korax, go to High Hedge and buy
        the Protection from Petrification spell. Memorize that 6 times (or as many
        as you can), protect everyone in your party, and go to town.
      - Tamah
        Tamah was fighting some Gnolls and was turned to stone by some basilisks.
        Free her using a Remove Petrification spell/scroll to get your reward of:
        300 exp, and a Reputation +1.
        Tamah: Area E of Temple (x 1410 y 870)
      - Mutamin's Basilisks
        You will encounter Mutamin in the North Central part of the Area.  He is
        the creator and maintainer of these Basilisks (probably to avoid
        solicitors).  Careful!  He has a Greater Basilisk and a Lesser Basilisk by
        him!  He only wants to turn you to stone forever, no biggie.  Kill him and
        take his things (1200 exp, Adventurer's Robe, 120 gp, 2 Heal Potions, 2
        spells)  Also note that the Greater Basilisk by him gives 7000 exp not
        the regular 4000.
        Mutamin: Area E of Temple (x 2158 y 866)
      - Kirian the Adventurer (and friends)
        Another band of Adventurer's can be found around here, and they seem a
        little unimpressed with you.  Depending on how you answer, they either
        leave or fight you.  There are four of them, one has a bow, two fighters,
        and a mage.  They aren't an easy fight if you attack them straight on.
        However, if you stand aways back and launch fireballs at them, they aren't
        so tough. Or, failing that, just charge the mage first, then the archer.
        Treasures: (Lindin--600 exp, Plate Mail, Shield, 2 Potions, Long
        Sword + 1, 76gp; Kirian--900 exp, Golden Girdle, Bracers AC 7, Long
        Sword +1, 3 spells, 163 gp; Baerin--300 exp, Scale, Long Bow, Magic Arrows,
        49 gp; Peter--1200 exp, Chain, 2 potions, Shield, Morningstar +1, 97gp)
        Kirian: Area E of Temple (x 3047 y 1932)
      - Korax the Ghoul
        There is a "friendly" Ghoul here who goes by the name of Korax.  Say the
        last option to him, and he will be considered "Dire Charmed" (in other
        words you can order him around).  He is useful in fighting the basilisks
        since they can't turn him to stone, therefore the Basilisks can't really
        hurt him!  The only problem with this is you don't really see what Korax is
        doing if you move him off the screen, so you have to send someone with him.
        Once you find a Basilisk, hide that person and let Korax handle it.
        Eventually he will turn against you, so once you get him try to be quick
        with your Basilisk hunting.
        Korax: Area E of Temple (x 441 y 1466)
    Note: If you want you can go to the Halfling city of Gullykin to the south, and
          from there to the Firewine bridge, but those areas will be covered later.
    7b. Ulcaster (Area S of Temple)                                      [BLCSTR]
    Companions: none
    Enemies: Kobold Commandos, Kobolds, Skeletons, Zombies, Ghouls, Hobgoblins,
             Hobgoblin Elites, Ghasts
    Treasures:  Boots of Stealth (The Hobgoblin's Boots of Stealth)
                Flail +1 (Icharyd)
      - Ulcaster has some interesting ruins to explore, the path to the top of the
        cliff on which Ulcaster is located is at (x 3121 y 1974).
      - The Entrance to Ulcaster Dungeon can be found at (x 3054 y 675)
      - Furret's Gem
        In the NW of the Area you will encounter a Halfling named Furret.  He has a
        bridge... I mean, a Gem that he wants to sell you.  A magic gem he claims.
        You really don't want to spend 1000 gp on a Turquoise gem do you?  It isn't
        magic!  You can kill Furret with no loss of reputation.
        Furret: Ulcaster (x 150 y 950)
      - The Wraith of Ulcaster
        Near the Entrance to the Dungeon of Ulcaster you will find the Wraith of
        Ulcaster.  Talk to him a bunch of times until your journal is updated.
        What he wants is a book (any book) from the Dungeon.  Return with the book
        to get your reward: 1000 exp.
        TRICK:  (from Ghostly)  But this book can also be found TWICE in Gullykin
                houses. If you bring Ulcaster those two books, one by one as with
                the Ankheg head in Beregost, you'll get another 1000 xp each time!
        Wraith: Ulcaster (x 2809 y 741)
      - The Vampiric Sword
        If you have both the Ancient Armor from the Firewine Ruins and the Idol of
        Kozah, then when you talk to the Ghost of Ulcaster, he will automatically
        exchange these two items for the Vampiric Sword. ("The Vampire's Revenge"
        is the swords real name, and it isn't that great of a weapon, just
        something to do if you haven't done it before)
        NOTE:  If you have trouble getting this item, I'm pretty sure that it isn't
               in all versions of the game.  Also, you MUST have killed the
               Doomsayer when you got the Idol.
        Wraith: Ulcaster (x 2809 y 741)
      - The Hobgoblin's Boots of Stealth
        A Hobgoblin near the Center of the Area has some Boots of Stealth on him,
        kill him and make them yours.
        Hobgoblin: Ulcaster (x 2051 y 2628)
      - Icharyd
        When I left Ulcaster I was attacked by Icharyd, a Skeletal Warrior.  (950
        exp, Flail +1)  I'm not sure if he's event triggered, or I just didn't see
        him until then.
        Icharyd: Ulcaster (x 4252 y 1256)
    7c. Ulcaster Dungeon                                                 [CLCSRD]
    Enemies: Ochre Jelly, Mustard Jelly, Dire Wolves, Huge Spiders, Dread Wolves,
             Vampiric Wolves
    Treasures:  Dagger +1 (Corpse Treasure)
                Wand of Fire (Dread Wolves 2 Treasures)
      - Wander around until you get all the treasure!  There is a passage to the
        east from the Dire Wolves room, it's kinda hard to see, but it's at the
        south end of the room.  Beware the Fireball trap in the room at (x 460
        y 1500).  Just past the Second Corpse Treasure is yet another Fireball
        trap. (x 1240 y 1435)  In the room with the Pile of Corpses is another
        Fireball trap (x 1344 y 1157).  Once you've gotten the book you can leave.
      - Mustard Jelly Treasure
        Cursed Scroll of Ugliness, Bastard Sword, Scale Armor, Potion of Mirrored
        Eyes, Crysoberyl Gem
        Location: (x 2186 y 1035)
      - Corpse Treasure
        Dagger +1, 101 gp, Potion of Genius
        Location: (x 1232 y 171)
      - Dire Wolves Treasure
        Skydrop Gem, Potion of Strength
        Location: (x 660 y 360)
      - Huge Spider Treasure
        85 gp, 2 Heal Potions
        Location: (x 860 y 580)
      - Another Corpse Treasure
        38 gp, Zircon Gem, 2 Arrows of Biting, 3 Arrows of Piercing
        Location: (x 1170 y 1392)
      - Dread Wolves 2 Treasures
        Heal Potion, Potion of Absorption, Wand of Fire
        Location: (x 1510 y 1250) and (x 1574 y 1430)
      - Pile of Corpses Treasure
        2 Heal Potions, Potion of Hill Giant Strength, Oil of Fiery Burning,
        Antidote, 10 Arrows of Ice, 10 Acid Arrows, Tome (History of the Darkness)
        Location: (x 1418 y 1068)
    7d. Area S of Ulcaster                                               [DRSFLR]
    Companions: none
    Enemies: Kobolds, Half-Ogres, Ogre Berserkers, Wolves, Dread Wolves, Xvarts,
             Hobgoblin Elites, Dire Wolves, Ogres, Ogrillons, Black Bears
    Treasures:  Two Handed Sword +1 (Arghain)
      - Just a few subquests here.
      - Hulrik, the Xvarts, and the Cows
        The farmer Hulrik is having a dreadful time with the Xvarts lately, they
        tend to attack and kill his prize winning cows!  Fight off the Xvarts to
        get your reward: 350 exp, Reputation +1 (If you fail to save the cow, you
        get nothing!)
        Hulrik: Area S of Ulcaster (x 2884 y 2982)
      - Ioin Gallchobhair
        A bandit by the odd name of Ioin wants you to pay the toll for passing this
        way, and that toll is your life.  Pleasant fellow.  I assume that you don't
        want to hand over your life, so fight them.  (Dribben--150 exp, Scalp, Long
        Bow, Minor Treasures; Billy--300 exp, Scalp, Long Bow, Magic Arrows, Minor
        Treasures; Ioin--300 exp, Scalp, Minor Treasures)
        Ioin: Area S of Ulcaster (x 3126 y 1710)
      - Sarhedra's Ogres
        Talk to Sarhedra (she's near the East of the Area) and she'll tell you to
        go kill Ogres to the south of there.  Do just that, return and get your
        reward:  300 exp.
        Sarhedra: Area S of Ulcaster (x 4758 y 1747)
      - Arghain
        Arghain the Half-Ogre wants your iron and maybe to kill you for fun.  Kill
        him instead (520 exp, Scalp, Two Handed Sword +1, Minor Treasures), and
        beat up on his clan of Half-Ogres.
        Arghain: Area S of Ulcaster (x 1154 y 1190)
      - Corpse
        There is a corpse, who was probably killed by all these Ogres around here,
        who has some treasures: Heal Potion, 59 gp, Oil of Speed.
        Corpse: Area S of Ulcaster (x 4390 y 2759)
      - Ettercap's Treasure                                             (from GRiM)
        The area in question is that south of Ulcaster.  There's a cave with an
        ettercap inside and just outside is one of those hidden sections you'd only
        discover by waving your cursor over it. It's what appears to be a rock, if
        memory serves, (x 1573, y 1486) and within it lies a water opal.
        Cave:  Area S of Ulcaster (x 1550, y 1300)
    7e. North of Friendly Arm Inn (2 areas: Farm N of FAI and BG Bridge) [ARNRTH]
    Companions:      S  D  C  I  W  Ch
      - Ajantis      17 13 16 12 13 17      Human       Paladin         Lawful Good
        Ajantis is a simple person, all he wants to do is vanquish evil.
        Where he is:  Farm N of Friendly Arm Inn (x 1572 y 3139)
    Enemies: Bandits, Ankhegs (Ankheg shells can either be sold or made into an
             armor, see the Beregost section for more information)
    Treasures:  Flail +1 (The Fisherman and the Sea Priestess)
                Wand of Fire     ¯¯|
                Chain Mail +1      |
                Dagger +1          |-- (Farmer Brun's Son, Cave of the Ankhegs')
                Dart of Stunning   |
                Dart of Wounding __|
      - We're here to pick up the NPC Ajantis (if you want a Paladin, that is), and
        to do the subquests here.
      - The Fishermen and the Sea Priestess
        Seems that whenever these fishermen get out on their boat, a horrible storm
        appears and disrupts their fishing activity.  They blame the Priestess of
        Umberlee, Tenya, for cursing them unjustly--or so they claim.  Agree to
        help them, and go north again to the Baldur's Gate Bridge. (unless you want
        to fight a lot of Ankhegs, when you go north, stay as far to the west as
        you can manage!)  Don't actually cross the bridge, but head as far north as
        you can manage.  Once you have found the Priestess' cottage, save it, and
        move the members of your party around her.  Talk to her, and say that you
        have come to end her "villainous deeds".  After a short battle, she should
        talk to you (if you killed her, reload!) and tells you that the fishermen
        are the real menace here (she's no innocent either).  Go back, talk to the
        fishermen and demand the bowl, then kill the fishermen, and take their
        Flail +1. Give the Bowl to the Priestess to get your reward: 2500 exp.
        Fishermen: Farm N of Friendly Arm Inn (x 700 y 2643)
        Priestess: Baldur's Gate Bridge (x 3989 y 720)
      - Farmer Brun's Son (or the Cave of the Ankheg's)
        Just to the East of the Fishermen you will find Farmer Brun.  It seems that
        his son has gone missing.  Agree to help him.  Go a little to the west to
        what appears to be a giant pit in the ground, and go into it.  Go down the
        tunnels to the east, when you get the option, you usually want to take the
        north path.  Eventually you will find a treasure horde, in which you will
        find Wand of Fire, Chain Mail +1, Dagger +1, Dart of Stunning, Dart of
        Wounding, 2 spells (Dire Charm and Ghost Armor), 3 potions (Cloud Giant
        Strength, Antidote, and Magic Protection), 560 gp, and Nathan's corpse.
        (In case you are wondering, there is nothing else down here except for more
        Ankheg's) Return with the corpse to Farmer Brun's to get your reward:
        500 experience points.
        NCPFLJohn sent me this:
          "After you bring farmer brun his son back from the ankheg pit talk to him
          again and chose to give him 100gp because it is weighing you down. He
          will graciously accept your money and give you 1000 exp and a reputation
        Farmer Brun: Farm N of Friendly Arm Inn (x 3492 y 2328)
        Ankheg Pit: Farm N of Friendly Arm Inn (x 2137 y 2404)
        Nathan's Body: Ankheg Pit (x 2458 y 137)
      - Gerde and the Ankheg Fighting
        You may find Gerde around.  She explains a few things about Ankheg's and
        will let you hunt up to 9 of them.  Kill every Ankheg that you can find on
        the screen and she will give you 75 gp.
      - There are some various minor treasures locked in the 3 houses here.
        Nothing more than about 32 gp though.
    Note:  The Baldur's Gate Bridge is important later, and we will come back this
           way again.
           You CANNOT enter Baldur's Gate itself until after the Cloakwood Mine in
           chapter 5.
    8. On the Trail of Bandits (Area N of Beregost Revisited)            [8NTHTR]
      - Go to the downed Caravan (x 4291 y 2528), there will be a bunch of bandits
        there.  Kill them, and scalp them.  Now go east and out of the Area to the
        Larswood Forest.
    8a. Larswood                                                         [ALRSWD]
    Companions: none
    Enemies: Gibberlings, Bandits, Black Talon Elites, Wild Dogs, Dire Wolves,
             Wolves, Brown Bears,
      - We're here looking for bandits, and there are two ways to go about this.
        When you find Teven (x 1458 y 2245) you have the option of either joining
        (say the most bloodthirsty thing on there), or attacking.  If you skipped
        by Tranzig you may want to join so that you can find the camp.  But if
        you'd rather just attack, well go for it! (975 exp, Minor Treasure)
      - If you joined up with Teven skip down to section 9. Bandit Camp, if not
        continue on through Peldvale, and from there to the Bandit Camp.
      - Osmadi's Mistake
        In the North East of the Area is a Druid shrine that was being built, but
        the builder's were mostly killed by bandits.  One of the survivors, Osmadi,
        mistakes you for those bandits, and no matter what you say attacks you,
        which pretty much forces you to kill him. (1000 exp, 12 gp, Leather Armor)
        Afterwords talk to the Druid Corsone to find out exactly what happened
        Jon WolF has this to add:
          Well, yes, you can talk to him to find out what happened. Unless you
          press him, he'll lie however. If you press him, he'll finally confess
          to having poisoned Osmadi (which expalins why he helps you kill
          Osmadi). Of course having confessed to being a murderer, he'll then
          want to kill you as well.
          This also makes Seniyad's warning (Cloakwood Forest) about the Shadow
          Druids much more credible.
        Osmadi: Larswood (x 4678 y 674)
      - A Tower
        Tower: Larswood (x 2048 y 3228)
    8b.  Peldvale                                                        [BPLDVL]
    Companions:      S  D  C  I  W  Ch
      - Viconia      10 19 8  16 15 14     Drow Elf     Cleric         Neutral Evil
        When you first encounter Viconia she asks you to help her with a small
        matter of the Flaming Fist trying to kill her.  Help her out and she offers
        to join.  However, if you turn Viconia down when she asks to join, she
        vanishes forever.  Once she joins your reputation goes down 2.
        Where she is:  Peldvale (x 447 y 731)
    Enemies: Bandits, Cave Bears, Brown Bears, Black Bears, Black Talon Elites,
             War Dogs, Wild Dogs, Huge Spiders, Giant Spiders
    Treasures:  War Hammer +1 (Raiken)
      - We're just passing through heading towards the Bandit Camp to the North.
        Can't find the Bandit Camp?  Go back to Beregost, Feldepost's Inn, Second
        Floor and talk to Tranzig there.
    Subquests: none
      - Palin
        Palin has some advice for you adventurer's, mainly that it is deadly
        business, and best left alone.
        Palin: Peldvale (x 3376 y 461)
      - Raiken
        In the North you will find a bandit named Raiken who wants to rob you, or
        kill you.  Or both. (650 exp, Chain Mail, M. Shield, War Hammer+1, 31gp)
        Raiken: Peldvale (x 3706 y 509)
    9.   Bandit Camp                                                     [9BNDTC]
    Note: When you first approach the Bandit Camp you are treated to a little movie
          (on Disc 4) of some Gnolls and a human prisoner.
    Companions: none
    Enemies: Wild Dogs, Chill Hobgoblins (same as normal Hobgoblins, but can also
             be scalped), Bandits, Gnoll Veterans, Flinds, Gnoll Slashers, Zombies,
    Treasures:  Bow of Marksmanship (Plot, Third Item, Hakt)
                Full Plate       ¯¯|
                Medium Shield +1   |-- Taugosz Khosann
                War Hammer +1    __|
      - If you joined up with the Bandits, you will have to prove your worth to
        Tazok by fighting him.  Win and he lets you wander around the camp.
      - Eventually we want to get rid of Tazok.  He is hiding in the Big Tent
        (x 3588 y 900).  As you near the tent you will be attacked by its defenses
        (which may or may not include Taugosz, see subquests below).
      - Inside you will find 4 enemies and that prisoner that you saw in the
        opening movie (the one that opened the area anyway), be sure not to kill
        the prisoner (so don't shoot off random fireballs).  Here's what you get
        from each enemy. (by the way, you may want to get that Mage first, he tends
        to cast Horror, which causes your party to run around like chickens with
        their heads cut off.)  Too bad Tazok wasn't here...
        Venkt:  900 exp, 3 spells, Robe, 2 potions, 92gp
        Raemon:  1200 exp, Scalp, Composite Long Bow, Magic Arrows, 1gp
        Hakt:  750 exp, Bow of Marksmanship, Leather Armor, 62gp
        Britik:  900 exp, Gold Ring, Jade Ring, Garnet Gem, Halberd
      - Now talk to the prisoner here who will explain just a little bit more about
        the bandit groups, and also tell you that your next place to search is the
        Cloakwood Forest.
      - Finally open up that big treasure chest to the left.  It is trapped and a
        lightning bolt will shoot out.  (you may want to disarm the trap)  Take the
        scrolls to get to Chapter 4.  There is also 2000 gp in here and some
      - Taugosz Khosann
        Usually hiding out by the big Tent (x 3588 y 900), this nasty fighter has a
        large number of neat treasures after you defeat him.  Treasures:  2000 exp,
        Full Plate, M. Shield+1, War Hammer+1, 105gp.
      - Treasures
        Regardless of how you got here, you probably want to kill everyone and
        steal everything.  On the exterior map are a lot of little chests, bags,
        etc., with a lot of minor treasures (30-40 gp, daggers).  As you get closer
        to the Big Tent (where Tazok is hiding) the treasures get better, Magic
        Short Swords, and Shields, more gold, potions, etc.  All the chests are
        invariably locked, so I hope you have a good thief handy! (or a Knock
      - Huts
        Inside each of the huts you may find enemies, and some more minor
      - Cave
        You can go inside the Cave at (x 2411 y 683).  Inside are some Gnolls that
        are being punished by Tazok.  They started a brawl a few nights ago.
      - Treasures in the Big Tent
        In addition to the main treasure chest (the one that is trapped) in the Big
        Tent, you can also find a potion and about 700 gp in there.
    9a. Area E of Larswood (AR 3000)                                     [ARFLRS]
    Note: Beware of Web Traps that may be in the area!
    Companions: none
    Enemies: Giant Spiders, Wraith Spiders, Ettercaps, Huge Spiders, Tasloi, Sword
             Spiders, Phase Spiders,
    Treasures:  Ring of Energy (Red Wizards)
                Robes of various minor types (Red Wizards)
      - Just a subquest and some wizards here.  Also a good place to get experience
        if you like to fight Spiders.
      - Fahrington's Scroll
        The Sage Fahrington had his Scroll of Wisdom stolen by a naughty Tasloi,
        who took off to the east and was killed by Ettercaps.  Go east, kill the
        Ettercaps and retrieve the Scroll (it is a Scroll of Protection, although
        you may find other random scrolls).  Take the scroll back to Fahrington to
        get your reward: 300 exp, and he lets you keep the Scroll.  By the way, the
        scroll is cursed.
        Fahrington: Area E of Larswood (x 1473 y 1067)
        Ettercap: Area E of Larswood (x 3527 y 605)
      - The Red Wizards
        In the Ruins in the center of the Area are the Red Wizards.  They don't
        like people, and if you go near them they attack.  Your best bet to beating
        them without getting hurt at all is to approach them from the north, and
        when you see the 3 wizards, stop, and launch a fireball or two at them.
        Once all 4 wizards are dead, go in and collect the booty:
        Denak--1200 exp, Ring of Energy, Robe, 2 Heal Potions, 102gp
        Diana--600 exp, Robe, 2 spells, 81gp
        Lasla--30 exp, Robe, 2 spells, 81gp
        Brendann--300 exp, Robe, 2 spells, 81gp
          Note:  If you have Edwin in your party, the Wizards won't attack you
                 since Edwin is a Red Wizard. (from Jones)
        Ruins: Area E of Larswood (x 1726 y 1566)
    10. Back to Beregost                                                 [10B2BR]
      - We now need to go back to Beregost to pick up our reward from Officer Vai
        for having killed off the Bandits. (reputation +1)  Of course you have to
        sell her your scalps first...
        Sergio D. Morozov notes the following:
          Officer Vai gives reward to the party and leaves only after party gets
          letters from Bandit Camp AND if party speaks to her WITHOUT any bandit
          scalps in inventory. Thus it is possible to have her present for the
          remainder of the game and sell her goods - party just should not speak to
          her without bandit scalps in inventory.
          Officer Vai pays:
              50 gp for each Bandit Scalp
             500 gp for each Winter Wolf Pelt
            1000 gp for each Wyvern head
    After this we have a choice of doing some more areas around here, or going
    straight up to Cloakwood.  The walkthrough will go to the Lighthouse, but feel
    free to skip straight to Cloakwood.  To get to the Lighthouse we have to go to
    the Area W of High Hedge first.
    10a. Area W of High Hedge   (AR 3100)                                [ARWFHH]
    Companions: none
    Enemies: Wolves, Ghasts, Dire Wolves, Ogrillons, Half-Ogres, Ogres, Ogre
             Berserkers, Carrion Crawlers, Ghouls, Kobolds, Sirines (be careful of
             these, they tend to cast Improved Invisibility and Dire Charm)
    Treasures:  Helmet of Defense (Shoal the Nereid)
      - Just a few subquests to do here.
      - Shoal the Nereid
        Shoal the Nereid is "lost" and asks for your help to find her way.  Agree
        to help her and she asks for a kiss to show her affection.  Have someone
        (NOT your main character!) kiss her, and she will blast them into a hundred
        pieces.  After that, attack her until she talks to you again.  She says
        that it isn't her intention to kill you.  Ask her to restore your companion
        back to life, and she will do it.  She then explains that she is the
        prisoner of an Ogre Mage who holds her _shawl_ and therefore she is a slave
        to his cruel will.  (you may want to get your companion's gear back from
        the ground)  The Ogre Mage will come to investigate the goings-on here, and
        you will have to attack him.  Kill Droth (975 exp, Helmet of Defense,
        150gp) and then talk to Shoal to get a reward: 750 exp.
        Tip: You can pickpocket a pearl off of Shoal. (Yamian)
        Shoal: Area W of High Hedge (x 2931 y 506)
      - Mad Arcand's Crazy Adventures
        Arcand the Mad (aka Mad Arcand) will also be standing there waiting for you
        to arrive (why don't any of these NPC's seem to ever do anything except
        wait for you to talk to them?).  Talk to him and he asks you to retrieve an
        item from a Pirate Ship that will "make you like me".  Sounds great.  Who
        wouldn't want to be crazy.  Head west and a little to the south to find the
        wrecked ship.  You'll find the treasure at the front of the boat.  You will
        find a Ring.  This is the Ring of Folly.  A cursed ring.  DO NOT PUT IT ON!
        Take it back to Mad Arcand to get your reward:  300 exp, and an Oil of
        Fiery Burning.
        Mad Arcand: Area W of High Hedge (x 2002 y 1275)
        Pirate Ship: Area W of High Hedge (x 859 y 1598)
      - The Surgeon
        Standing there like a post is the Surgeon, a man clad in black who will
        heal your party for no particularly good reason other than the fact that he
        can.  Sounds great!  Ask him the 3rd option and he will give you a potion
        before healing you (Potion of Magic Protection).
        Surgeon: Area W of High Hedge (x 2884 y 2079)
    10b. Lighthouse (AR 3600)                                            [BLGHTH]
    Note: To get to the Lighthouse head west from the Area S of High Hedge.
    Companions:      S  D  C  I  W  Ch
      - Safana       13 17 12 16 9  17      Human        Thief      Chaotic Neutral
        Safana wants to find some treasure in the Flesh Golem cave, and afterwords
        she will stay with you forever.
        Where she is:  Lighthouse (x 3750 y 2390)
    Enemies: Sirines, Worgs, Dread Wolves, Hobgoblins, Hobgoblin Elites, Taslois,
             Carrion Crawlers, Flesh Golems
    Treasures:  Darts of Wounding       ¯¯|
                Cloak of the Wolf         |__ Flesh Golem Cave
                Wand of Paralyzation      |
                Manual of Bodily Health __|
      - There's a decent (and sensual!) thief here and some really neat treasures
        (see the Flesh Golem Cave in Other below).
      - Ardrouine's Lost Boy
        Ardrouine has lost her son in the Lighthouse, and now can't go up there to
        find him because there are Worgs up there.  Go north from her to get to the
        Lighthouse, there you must kill all the Worgs.  You won't find any trace of
        the boy.  I am guessing that you know what happened to him.  Yep, he's
        hiding up in the lighthouse itself and won't come down for mere bloody
        adventurers!  Go back to Ardrouine to get your reward: 500 exp, 60 gp, and
        a Reputation +1.
        Ardrouine: Lighthouse (x 1414 y 3681)
        Lighthouse Ruins: Lighthouse (x 1100 y 2950)
      - Pallonia, the Bitterest Seer
        Near the center of the Area you will be approached by a seer named
        Pallonia, but she doesn't offer you any useful information, merely telling
        that there are mighty forces at work in the world.
        Pallonia: Lighthouse (x 3425 y 1580)
      - Arkushule, the Reluctant Seer
        There is another Seer south of Pallonia.  This one will start to read your
        palm, but just when she gets to something interesting, she stops and wants
        her money.  Seems she saw something that scared her, and she won't tell you
        what.  If you demand to know, she will attack you (600 exp, Robe, 1 Spell,
        38 gp) or you can just give her the money (she'll refuse to take it).
        Arkushule: Lighthouse (x 3498 y 2955)
      - Flesh Golem Cave (Manual of Bodily Health--Constitution +1!)
        You'll find the Entrance to the Cave in the NW of the Area by the Coast.
        Oh and it is guarded by three pesky Sirines (one of which has a name, Sil).
        The strategy to beat them can be found below in the Monster & Monster
        Strategies section.  It takes awhile, but a lot less people die that way.
        Go into the cave.  There are bunches of Flesh Golems in here.  Take a left
        until you get to the room with the water in it.  There is an island there,
        move your mouse over it and you will see that it is filled with treasure.
        Treasure: 4 potions, 10 Darts of Wounding, Cloak of the Wolf, Wand of
        Paralyzation, Manual of Bodily Health, 312 gp.  After that if you have
        Safana she'll offer to become a permanent member of the party.
        Flesh Golem Cave: Lighthouse (x 427 y 890)
    10c. Area S of Lighthouse (AR 4100)                                  [CRSFLS]
    Companions: none
    Enemies: Gnolls, Gnoll Slashers, Gnoll Chieftan, Gnoll Elites, Flinds, Gnoll
             Veterans, Ghouls, War Dogs, Hobgoblins, Kobold Commandos, Cave Bears,
             Tasloi, Diggers, Doomsayer, Huge Spiders, Black Bears
    Treasures:  Cursed Two Handed Sword of Berserking +3 (The Insane Captain Brage)
      - There are some really good subquests to do here, namely taking care of
        Captain Brage (from Nashkel) and the Archeological Dig.
      - The Archeological Dig for the Evil Idol
        In the Center of the Area are some ruins that are being excavated for
        profit.  Talk to the foreman Charleston Nib, and he will ask for your
        protection.  Seems a variety of small "accidents" have been plaguing the
        camp.  Agree to help defend the camp.  Then one of the diggers, Gallor,
        will come up to you with another proposition, this one quite a bit more
        bloody (he wants you to kill everyone here to keep all the loot for
        yourselves).  If you are an evil person you could do what he asks,
        otherwise tell him no.  Now talk to Charleston again and they will have
        found something inside the ruins.  A quick cutscene later and you are
        inside.  The diggers will go insane due to the god Kozah, and you will have
        to kill them.  Once they're dead talk to Charleston to get your reward:
        1000 exp, and a Reputation +1.  If you would like a challenge, open the
        tomb and take the Idol.  When you leave the Ruins a Doomsayer will attack
        you, and they ain't easy to kill!  (4000 exp)
          Note:  If you want the Vampiric Sword, be sure to keep the Idol, and take
                 this item as well as the Ancient Armor from the Firewine Ruins to
                 the Ghost of Ulcaster to exchange these items for the Vampiric
                 Sword. The sword isn't very good, though.
        Kelvin Groves sent me this:
          I have discovered a flawless way to defeat the Doomsayer without even
          taking a hit.  To do this you will need to be playing multiplayer and
          have someone who can either read a scroll or cast the spell Skull Trap
          (Mage Lvl 3 - necromancy).  It would also help to have some sort of
          summoning scroll or wand or spell - Monster Summoning or Animate Dead,
          you get the drift...
          First, have this spell memorised before talking to anyone.  Then talk to
          all the people and go inside and do all the storyline bit and kill the
          diggers.  Do not get the idol.  Do not even TOUCH it.  Take all of your
          party except for one person back outside the cave.  Make sure that the
          person with Skull Trap is Outside.
          Have that person cast the spell down near where the Doomsayer appears --
          If you aim for the top of that big christmas tree in the foreground you
          can't miss.
          Then switch back to the person inside the cave and pick up the idol.  The
          instant you do this the Doomsayer will appear triggering the Skull Trap
          and hopefully not damaging a single one of your characters -- keep them
          well back from the range of the spell.
          Now I know as well as you do that one Skull trap will not kill the
          Doomsayer no matter what level you are on.  BUT here's the glitch.  For
          some reason when you switch characters back to the person inside the cave
          the Skull trap MULTIPLIES into about a dozen. I do not know why but I
          don't really care.  If you are really quick you can change characters
          back outside straight after you pick up the idol and watch them all
          explode -- VERY FUN !!!
          After the rubble fades away there will probably still be a few [traps]
          left!  If you placed the spell at the top of that tree you can walk
          single file around them to the right without setting them off, but it is
          much easier to just summon some creatures and send them to set the traps
          off for you...
          I am fairly sure that this is how it works. It has been a while since I
          tried it.  If this does not work, try taking the WHOLE party outside
          before touching the idol, cast the spell, and send someone back in after
          the idol; or you could cast the spell before you even ENTER the cave (but
          that might kill the people outside).  But the first way should work...
          You could also try some sort of variation on this to get it to work in a
          single-player game, but multi-player is so much better anyway.
        Dig Site: Area S of Lighthouse (x 2900 y 1500)
      - The Insane Captain Brage
        Just to the south and east of the Ruins you will find Captain Brage.  He
        walks right up to you and asks you a riddle, the answer is DEATH.  Now you
        have a choice of what to do with him.  Offer to take him to the Temple of
        Helm, and you will immediately be there.  The Priest offers Brage some
        forgiveness and you get a reward: 1000 exp, Reputation +1, Cursed 2 Hnd
        Sword of Berserking +3, and 1000 gp.
        Alternatively:  If you approach his place by the west, you will see
        (from Tonton    Laryssa, Brage's cousin. She will talk to you as soon as
        Fred)           she sees you (no need to get close). If you choose the
                        first reply (who is Brage ?), she will leave you alone and
                        you can take care of the Captain. But if you choose the
                        second reply, she will attack you. Be careful, she is a
                        cleric, although a weak one. She is worth 600 exp and
                        carries a Shield +1, if I remember correctly. Now the
                        problem is, if you get close to her, you will reveal Brage,
                        who will come up and talk to you. If you kill him too,
                        that's ok, since you stay on the map, you can loot both
                        bodies. But what if you wanna have the shield AND take
                        Brage to the Temple of Helm?
                        The solution I found was to send archers/spellcasters to
                        take her down with ranged attacks from as far as possible
                        (ie not activating Brage behind her). When she went down,
                        two characters would get close, one of them acting as a
                        bait for Brage. Since Brage needs to be in contact to start
                        the dialog, just lead him away with one of you characters,
                        paying attention not to let him get close enough to talk to
                        you, while the other character can ruthlessly search the
                        body of her unfortunate cousin (aren't we sweet). Once you
                        get the shield, stop the first character, so that Brage
                        talks to him and go the Temple of Helm.
        Brage: Area S of Lighthouse (x 3709 y 1985)
      - Bar'uk the Hobgoblin (be quiet!)
        Near the western section of this area you will encounter a surly Hobgoblin
        by the name of Bar'uk.  You'll know that it's him because he demands that
        you "be quiet"!  If you taunt him, he'll have some Kobold Commandos attack
        you. (165 exp, Composite Long Bow, and other minor treasures)
        Bar'uk: Area S of Lighthouse (x 980 y 1180)
    11. Cloakwood Forest (2200)                                          [11CLKD]
    Note: To get to the next Cloakwood Forest, you can head North, West or South.
    Companions:      S  D  C  I  W  Ch
      - Coran        14 20 12 14 9  16     Half-Elf    Fighter/Thief   Chaotic Good
        Coran wants to go sack some Wyverns in the 4th Cloakwood forest, so do that
        immediately or he will leave.  After you beat the wyverns, he will stay
        Where he is:  Cloakwood Forest, On a Bridge (x 1515 y 691)
    Enemies: Tasloi, Dread Wolves, Worgs, Huge Spiders, Wolves
    Treasuers:  Cloak of Non-Detection (Gurke's Cloak Part Two)
      - We're just passing through here to get to the next Cloakwood Forest area.
      - Gurke's Cloak Part Two
        The Tasloi who stole Gurke's cloak can be found here at the eastern side of
        the area.  Get the cloak and return it to Gurke in the Jovial Juggler in
        Beregost to get your reward: 300 exp, and you get to keep the Cloak of
        Tasloi: Cloakwood Forest (x 4391 y 3472)
      - The long tale of Aldeth Sashenstar (this is entirely from Andy Miller)
        In front of the hunting lodge there, I ran into a fellow named Aldeth
        Sashenstar, yelling for help.  He told me that some druids had killed his
        friends simply because they had been hunting in the area, and asked my
        help in protecting him from them.  I agreed.  Then a group of three druids
        walks up; the leader's name is Seniyad.  He then asks me to step aside so
        that he can take care of Aldeth, claiming that rather than being a simple
        hunter, Aldeth had actually killed some druids.  Aldeth of course denies
          Tip: Before talking to Aldeth and picking a side, pick his pockets for
               some potions, a diamond, and the Bastard Sword +1, +3 vs.
               Shapeshifters. This can be repeated when you meet him again in
               Baldur's Gate.
               (from Josh Clue)
        Here there are two choices.  If you defend Aldeth, you have to kill the
        three druids, getting some nice exp from the kills (Seniyad is worth 4000
        exp, as you noted elsewhere in your FAQ), and Aldeth tells you to stop by
        the Manycoins Merchant League if you're every in Baldur's Gate, and he'll
        help you out. (More on that later.) If you side with the druids, you kill
        Aldeth, and the druids warn you about a dangerous group of Shadow Druids
        lurking deeper in the Cloakwood Forest.  In either case, you get 2000 exp
        for the miniquest when it's all done.
        I decided to save the game in which I helped Aldeth, for the simple reason
        that Seniyad's exp was better than Aldeth's, and so that I could check out
        the Manycoins Merchant League in Baldur's Gate. As it later turns out that
        the Shadow Druids are allies against Davaeorn, it seems that Seniyad and
        his buddies can't be trusted (they warned me against the Shadow Druids,
        Anyway, once I got to Baldur's gate, I paid a visit to the Manycoins
        Merchant League.  Aldeth Sashenstar was standing outside, and he asked for
        my help again (boy, this guy sure knows how to attract trouble!).  It
        seems that his business partners have been acting VERY strange lately
        (making very bad business decisions, etc.), and he wanted me to
        investigate.  I agreed, and went inside.  I talked to the head guard in the
        Merchant League (whose name escapes me now), told him I was working for
        Aldeth, and he asked me to try to find some hard evidence against the other
        two business partners (whose names also escape me).  In one of the
        partners' offices (on the second floor of the building), I found some
        letters indicating that the business partners are actually doppelgangers
        (just like in the Seven Suns).  I took the letters to the head guard, and
        immediately a fight broke out as all the doppelgangers reverted to their
        natural form.  After I slayed all the doppelgangers on the first and second
        floor, I talked to Aldeth again to get my exp/gp award.  (There is also a
        horde of doppelgangers on the third floor to take care of, if one so
        desires, and some fairly nice treasures throughout the building.)
          Tip: At this point, your need for Aldeth and his profitable nature
               expires. You should consider punishing him for slaying those druids
               in the Cloakwood Forest, and gaining an additional 650 XP in the
               process. Why would you want to do that? Well, this way, his brother
               Dabron, who holds the Heavy Crossbow of Accuracy, will now be out on
               the hunt for you! Please see 15e. Baldur's Gate Central Section
               (AR 0700) for more details. In summary, using this unorthodox
               approach, we have the best of both worlds, exploiting both scenarios
               wherein we helped Aldeth but still got the Heavy Crossbow of
               Accuracy not to mention multiple copies of the Bastard Sword +1, +3
               vs. Shapeshifters. (from Josh Clue)
        Aldeth: Cloakwood Forest (x 2650 y 2100)
      - The Moose Lodge
        There is a cabin here that has some treasure inside locked away in a chest.
        Loot:  Necklace, 2 potions, Arrows, 395gp.
        Lodge: Cloakwood Forest (x 2447 y 1709)
    11a. Cloakwood Forest Two (AR 2100)                                  [ACLKWD]
    Note: Beware of Web Traps here! They cannot be detected by your Thief. Webs
          don't just root you in place, like entangle, they also stop all actions.
    Note: You must head north to go to the next Cloakwood.
    Companions: none
    Enemies: Huge Spiders, Giant Spiders, Phase Spiders, Sword Spiders, Ettercaps
    Treasures:  Spider's Bane (Tiber, his brother, the Spiders, etc.)
      - Again just passing through, but be sure to get the Spider's Bane (see the
        Subquest below).
      - Tiber, his Brother, the Spiders, and the Spider's Bane
        Just to the north and west of where you enter this area for the first time
        (it's really in the south east corner of the area) you will find Tiber.  He
        tells the tale that his brother is trapped in a spider infested area of the
        forest.  They had found the sword the Spider's Bane and thought that they
        could easily kill all spiders.  They were wrong.  Agree to help him and
        he'll tell you that his brother's name is Chelak.  You will find a small
        Cave-like thing a ways to the west, go inside to find the Spider Queen,
        Centeol.  After a brief Villainy speech she sets her spiders to attack you.
        There are 2 Sword Spiders, some Giant Spiders, and some Ettercaps, as well
        as the Queen herself. (1000 exp)  Search by the Queen to find Chelak.
        There is also some other good treasure here like: The Spider's Bane, 2
        Rings (one is cursed), and a Wand.  Return the body to get an extra 800
        Note: Centeol was cursed by Jon Irenicus to become the Spider Queen.
        Tiber: Cloakwood Forest Two (x 4650 y 1200)
        Cave: Cloakwood Forest Two (x 1830 y 1150)
    Other: none
    11b. Cloakwood Forest Three (AR 1600)                                [BCKFT3]
    Companions:      S  D  C  I  W  Ch
      - Eldoth       16 12 15 13 10 16      Human         Bard         Neutral Evil
        Eldoth wants to join you so that he can "rescue" his lover Skie from her
        father in Baldur's Gate.
        Where he is:  Cloakwood 3 (x 3181 y 3492) (in the forest)
      - Faldorn      12 15 11 10 16 15      Human        Druid         True Neutral
        Faldorn wants to free the forest from the evils of the Iron Throne, which
        has taken up residence in the Cloakwood Mine.
        Where she is:  Cloakwood 3, In the Druid Shrine (x 639 y 2885)
    Enemies: Dread Wolves, Brown Bears, Wolves, Cave Bears
      - Just passing through.  There are some good companions here if you need
        them.  Head East to reach the final Cloakwood Forest.
      - Laskal's Potion
        After you cross the bridge, you will be approached by a Druid named Laskal,
        who claims to have a message for the Iron Throne.  He asks if you represent
        the Iron Throne.  Say that you are the enemies of the Iron Throne and he
        gives you an Invulnerability Potion.
        Laskal: Cloakwood Forest Three (x 3344 y 2132)
      - Druid's Tree Fort
        In the western edge of this Area is a giant tree that the Druids have built
        into a fort.  You can go inside and up the stairs to talk to the Shadow
        Druid's Archdruid Amarande.  Tell him that you hunt bandits and he'll tell
        you about the Bandit Mines to the East.  Be advised that if Jaheira is in
        your party, he'll attack (since Shadow Druids do not like the druidic group
        that Jaheira belongs to).  This fort also has some minor treasures that you
        can burgle if you feel so inclined.
        Fort: Cloakwood Forest Three (x 850 y 2115)
      - Izefia despises Peter the North
        Near the cave where Peter the North is training Baby Wyverns, you'll be
        accosted by a Shadow Druid by the name of Izefia.  He'll explain the
        situation about Peter the North and wander off.  Be advised that if Jaheira
        is in your party, he, too, will attack (since Shadow Druids do not like the
        druidic group that Jaheira belongs to).
        Izefia:  Cloakwood Forest Three (x 1986 y 1534)
      - Peter the North's Baby Wyverns
        In a small cave to the east of the Fort hids a bandit by the name of Peter
        the North.  He is raising Wyverns for ... well who knows, but it can't be a
        good reason.  Go in that cave and wipe him out! (240 exp)  You'll have to
        kill the Baby Wyverns as well, but they aren't so tough. (450 exp each)
        Cave: Cloakwood Forest Three (x 2320 y 920)
    11c. Cloakwood Forest Four                                           [CCLKF4]
    Note: When you first enter this area you get to watch a movie (on Disc 4) of a
          Wyvern flying off with a cow.
    Companions: none
    Enemies: Hamadryads, Guards, Baby Wyverns, Huge Spiders, Wyverns, Worgs, Wolves
      - You can kill the Wyverns here if you need to keep Coran, or you just want
        the Experience and the Bounty on their heads.  When you are done with that
        head East to get to the Mines.
      - The Wyvern Cave
        We heard about this before with Coran (assuming that you talked to him).
        Go inside and kill all the Wyverns inside (hehe!).  There is one really big
        one in there that seems to have been dead for quite some time.  Take the
        heads from any Wyverns you kill and take them to the Temple to the East of
        Beregost for 2000 gp.  (He'll only buy one, the rest can be sold for 500gp)
        You can also sell Wyvern heads to Officer Vai in Beregost for 1000gp.  Once
        you complete this, Coran will stay with you forever.  Assuming you added
        him to your party that is.  There is also some treasures on a body near the
        gigantic dead Wyvern.
        Wyvern Cave:  Cloakwood Forest Four (x 4063 y 1681)
        Treasures:  Wyvern Cave (x 399 y 592)
    Other: none
    12. Cloakwood Mines (Exterior)                                       [12CKMX]
    Companions: none
    Enemies: Wolves, Black Talon Elites, Guards
    Treasures:  Boots of Speed ¯¯|
                Morningstar +1   |-- Assassination Attempts
                Plate Mail +1  __|
      - We're here to get into the mines.  You have to cross the bridge onto the
        island in the center of the Area.
      - The entrance to the mines is at (x 3215 y 591).  Go inside, down the
        stairs, into the elevator, and down into the Mines.
    Subquests: none
    Assassination Attempts: 1
      Near the Stables (x 1575 y 1877)
      Drasus--1400 exp, Boots of Speed, Morningstar +1, Chainmail, Potion, 56gp
      Rezdan--1200 exp, Robe, 32gp
      Genthore--1600 exp, Plate Mail +1, Large Shield, 66gp
      Kysus--1400 exp, Robe, 66gp
      - Lakadaar
        There is a Guard named Lakadaar in the northern section of the Area.  He
        demands to know who you are and what you are doing.  You could tell him the
        truth and fight him, or you can tell him that you are looking for wyverns,
        and that they are poisonous.  If you do he will run off.  Heh.
        Lakadaar: Cloakwood Mines, Exterior (x 1640 y 540)
      - Barracks
        There are some minor treasures located in the Barracks.  There are some
        Guards in here.  And on the second floor is a Guard who runs away from you.
        Barracks: Cloakwood Mines, Exterior (x 1332 y 1776)
      - Storehouse
        Just to the North and East of the Barracks is the Storehouse.  Inside is a
        Guard who attacks you.  Sorry, nothing else to do in there!
        Storehouse: Cloakwood Mines, Exterior (x 1806 y 1566)
    12a. Cloakwood Mines (Interior)                                      [ACLKMI]
    Companions:      S  D  C  I  W  Ch
      - Yeslick      15 12 17 7  16 10      Dwarf      Fighter/Cleric   Lawful Good
        You find Yeslick in the Cloakwood Mines, and all he wants to do is help.
        How noble.
        Where he is:  Cloakwood Mines, Level 2 (x 851 y 1727)
    Enemies: Guards, Black Talon Elites, Ghasts, Hobgoblins, Ogre Mage, Mustard
    Treasures:  Traveller's Robe (Natasha and Fourth Level, Davaeorn)
                Adventurer's Robe (Second Level)
                Robe of the Evil Archmagi (Fourth Level, Davaeorn)
                Bracers AC 8 (Fourth Level, Davaeorn)
      Entry Level:  Wander up the northern passage to get to (x 1980 y 240) and
                    talk to the Miner who is standing in front of the Giant Plug.
                    Agree to help free him, and he'll tell you how to destroy the
                    Mine.  All you have to do is get the Key from the Keeper of the
                    Mine.  You can talk to all the Miner's here, some you can free,
                    some ask for you to kill them.  Go to (x 1450 y 1500) to get to
                    the next level.
      Second Level: Head South East to (x 1387 y 605), and from there South West to
                    (x 1019 y 1143).  Be careful, there are 2 lightning traps here.
                    Here is a very large group of people for you to kill.  The Mage
                    has an Adventurer's Robe and some Spells.  Talk to Rill at
                    (x 710 y 1634) and give him the 100 gp to free the slaves.  You
                    can also pick up Yeslick on this level.  The stairs to the
                    next level are at (x 385 y 1610).
      Third Level:  You will enter into a room filled with enemies (immediately
                    at the start so be ready for some brawling).  There are all
                    sorts of treasures to be found on this level, as well as lots
                    of enemies (that constantly re-spawn).  The northern section
                    has most of these treasures (in chest and furnitures so be
                    thorough).  There is an Ogre-Mage near (x 2977 y 1921).  Once
                    you are done up there, go southwards.  Go to the Forge at
                    (x 1825 y 2680) and from there go south east.  The passage to
                    the next level is at (x 2712 y 2860).
      Fourth Level: Davaeorn is on this level.  Be careful to check for traps, as
                    when they trigger, Battle Horrors (very nasty enemy) appear.
                    There are 3 traps, the first at (x 1267 y 523).  Find them and
                    disarm them.  There is a fourth one just past those, disarm it
                    as well.  Now you should find Davaeorn and kill him (6000 exp,
                    Traveller's Robe, Robe of the Evil Archmagi, Bracers AC 6, Key,
                    3 Scrolls, 4 Spells, 109gp) to start Chapter 5.  Be sure to get
                    all the treasure on this level.  Go to the Elevator at (x 270
                    y 1168) to get back to the Entry Level.
                   KyleEChu sent me this:
                     "If you attack him immediately, he summons Battle Horrors (not
                     a fun battle) and starts teleporting around while slinging
                     powerful spells.  Instead of attacking him immediately, do the
                     following:  after your thief disarms the 4 traps, use stealth
                     mode to scout out where Davaeorn is standing, then stash your
                     thief in one of the side rooms.
                     "Have your mage or cleric step forward and cast Dispel Magic
                     towards Davaeorn to knock out his shield and mirror images.
                     Do not let him see you do this.  Don't save your game at this
                     point, because he automatically recasts them every time you
                     load the area.  Let your mage now step forward and cast
                     Stinking Cloud at him.  Again, don't let him see you do this!
                     Wait a few moments for the spell to knock him out.  When he
                     falls unconscious, move up and let him have it with projectile
                     weapons!  He will die quickly, and your party will not have
                     taken a scratch."
                     Editor's Note:  Instead of the Stinking Cloud (which I didn't
                                     have), I just sent out some Summoned Monsters.
                                     Once he wasted all his spells on them, I
                                     attacked with my party.
      Entry Level: Go back to the River Plug and talk to the Miner there.  Tell him
                   that you talked to Rill and he'll open it up.  A short movie
                   later and you get control back, outside again.  Depending on
                   your actions inside (if you didn't talk to Rill and give him the
                   100gp then you get less) you get your reward: 2000 exp, and a
                   Reputation +2.
      You can now enter the City of Baldur's Gate.
    Subquests: none
      - Armory -- Third Level
        There is an armory here with some weapons, armors (like a Small Shield +1).
        Armory: Third Level (x 2160 y 500)
      - Natasha -- Third Level
        The Mage Natasha is hiding in an office on the third level.  Kill her (1200
        exp, Traveller's Robe, 4 spells).
        Natasha: Third Level (x 3100 y 857)
      - Stephan -- Fourth Level
        The apprentice to Davaeorn can be found on the fourth level in Davaeorn's
        Library.  Grill him for information.  You can kill him if you want.  He
        doesn't give you that much, though.
        Stephan: Fourth Level (x 727 y 1186)
    13. Gullykin (AR 4000)                                               [13GLLY]
    Companions: none
    Enemies: Kobolds, Ghasts, Ankhegs (NW corner)
    Treasures:  Morningstar +1 ¯¯|
                Chainmail +2     |—— Assassination Attempts
                Long Sword +1  __|
                Leather Armor +1  (Gandolar)
      - Just some Kobolds to get rid of.
      - Gandolar's Quest
        Talk to Gandolar a couple times and he'll ask you to clear out the Firewine
        ruins of their kobold menace.  He tells you that there is a "secret
        entrance" to the ruins in the winery.  Once you've disposed of Jenkal and
        the Ogre Mage (see Jenkal's Kobolds below) he'll give you a meager reward
        of 250 gp.
        Gandolar has Leather Armor +1. After claiming reward for clearing Firewine
        Ruins party might wish to take him to wolf hunting (charm him before he
        runs away, then find some respawning monsters). And wolves may kill him.
        Party may then retrieve his armor. (from Sergio D. Morozov)
        Gandolar:  Gullykin (x 720 y 1210)
      - Jenkal's Kobolds
        In the basement of Jenkal's Home you will find the surliest halfling of
        all, Jenkal.  He is so surly that he is quite suspicious.  Accuse him of
        smuggling in Kobolds, and he'll admit to it, and attack you.  Also once
        that is done you will see a hidden door appear.  If you go into the door it
        will take you directly into the Firewine Ruins, more specifically to the
        Ogre Mage within.
        Jenkal:  Gullykin (x 200 y 900)
    Assassination Attempts: 1
      To the SE of the Area (x 3715 y 3575)
      Morvin--650 exp, 38 gp, Minor Treasures
      Drakar--1200 exp, Morningstar +1, Potion, 34 gp
      Molkar--1200 exp, Chainmail +2, Long Sword +1, Potion, 84 gp
      Halacan--650 exp, 2 Spells, 38gp
      - Ruins Entrance
        There is another Secret Entrance to the Ruins (in addition to Jenkal's) in
        the Winery.
        Winery:  Gullykin (x 350 y 315)
      - Other Treasures
        There is a sling +1 in one the houses in the village. There are also some
        protection scrolls in the village houses. (from Sergio D. Morozov)
    13a. Firewine Bridge (AR 4500)                                       [AFRWNB]
    Companions: none
    Enemies: Zombies, Skeletons, Kobold Commandos, Wild Dogs
    Treasures:  Gauntlets of Weapon Expertise (Meilum)
                Long Sword +1 (Meilum)
      - Beyond picking up the Gauntlets of Weapon Expertise from Meilum, the only
        thing to do here is to go into the Ruins (x 4000 y 2000).
      - Carsa's Jar, or Karhk the Greatest Ogre Mage
        Talking with Mad Carsa doesn't really get you anywhere (she's just to the
        north of the bridge).  Demand that she give you the Jar, and she'll refuse.
        Keep demanding it until she unleashes the Ogre Mage Karhk.  He'll come up
        to you and talk to you (after killing Carsa of course), and then attack.
        Kill him to get 3500 exp, 3 Gems, and 150 gp.  (When I killed Karhk a
        different time he gave me different -- better -- treasures, a Laeral's Tear
        Necklace for example)
        Carsa:  Firewine Bridge (x 3500 y 930)
      - Bentan of Ilmater
        Bentan has been wandering around for quite some time suffering for his
        faith, that of Ilmater the God of Suffering.  He asks that you join him by
        casting off all your belongings and wandering the world with him in pure
        suffering.  I think you know what to do here.
        Bentan:  Firewine Bridge (x 470 y 415)
      - The Poet Poe
        You will encounter Poe, a poet, on the Bridge itself.  He will sing you a
        song, and afterwords you can give him 10 gp.
        Poe: Firewine Bridge (x 2810 y 1560)
      - Meilum the Best Swordsman in the Sword Coast
        In the eastern edge of this area you will encounter a Swordsman by the name
        of Meilum.  Challenge his pompous self to a duel and beat him up (1200 exp,
        Gauntlets of Weapon Expertise, Long Sword +1, and 64 gp)
        Meilum: Firewine Bridge (x 4865 y 700)
    13b. Firewine Ruins (AR 5201)                                        [BFRNRS]
    Note: What makes this dungeon tough isn't the type of enemy you fight, it's how
          many of them there are.  Not only are there a lot of Kobold Commandos to
          start with, but they constantly re-spawn making it hard to get anywhere.
    Enemies: Kobold Commandos, Ogre Mage, Kobolds, Ogrillons, Ghost Knights
      - The only real thing to do here is to find the Ogre Mage (x 575 y 250) and
        kill him.  The easiest way to do this is described in the Gullykin section
        under the Jenkal subquest.
      - The Ancient Armor
        In one of the corridor's you will encounter an undead knight who asks you
        to strike him down and take his armor.  Do so.  Later in the passage you
        will encounter a Ghost Knight which asks for the armor.  The armor and the
        ghosts vanish and you get your reward:  1500 exp.
          Note:  (from Sergio D. Morozov) Ghost Knights have a Longbow of
                 Marksmanship +2 on them, which can be pickpocketed. As far as I
                 recall they do not have it in plain BG, only in [BG + ToSC] or
                 [Original Saga]. I have pickpocketed it from the topmost ghost
                 knight, but maybe it is irrelevant which ghost knight to
                 pickpocket. Anyway, they only have one bow. Also blur effect can
                 be dispelled from them. Funny.
          Note:  If you want to pick up the Vampiric Sword, be sure to keep the
                 Ancient Armor, and take this item as well as the Idol of Kozah to
                 Ulcaster, there talk to the Ghost of Ulcaster to exchange the two
                 items to get the Vampiric Sword. (You must also kill the Doomsayer
                 when you get the Idol)
        Knight: Firewine Ruins (x 1450 y 360)
        Ghost Knight: Firewine Ruins (x 730 y 985)
      - Lendarn the Mage
        This bugger will attack you without even giving you his Evil Rant.  Now
        where's the fun in that?  For killing him you get 1400 exp, Robe, 4 Spells,
        2 Potions, 150 gp.
        Lendarn: Firewine Ruins (x 355 y 533)
    14. Baldur's Gate Bridge                                             [14BDGB]
    Companions:      S  D  C  I  W  Ch
      - Quayle       8  15 11 17 10 6     Gnome  Cleric/Illusionist Chaotic Neutral
        Quayle is an insulting little person, who will join up for no apparant
        reason.  No matter which direction you say that you are going, he is going
        that way too.  Can't get him until the Cloakwood mines are cleared.
        Where he is:  Baldur's Gate Bridge (x 486 y 797)
      - As you cross the Bridge you will be accosted by a Flaming Fist Soldier who
        demands that you pay them a tax.  Give him the "Nymph's" comment and he'll
        make you talk to his commander, Scar.  He asks if it was you who has been
        causing such a ruckus lately, say that it was.  He asks for your help,
        agree to give it.  He wants you to break into the Seven Suns compound in
        the SW corner of the city.
      - Head west to enter Baldur's Gate itself.  However, if you head north from
        the Baldur's Gate side of the Bridge you can get to a new area, the Farm
        N of Baldur's Gate Bridge.
      - Nester's Dagger
        Just slightly to the north of Tenya's home an Ankheg may appear, kill him
        and take the dagger on his corpse.  We will take this to Quinn in the NW
        Section of Baldur's Gate later (check that section for more information).
        Ankheg:  Baldur's Gate Bridge (x 4070 y 100)
    14a. Farm N of Baldur's Gate Bridge (AR 0400)                        [AFRMNB]
    Companions: none
    Enemies: Zombies (lots of them!)
    Treasures:  Cloak of Protection +1 (Cloak of Protection)
    Plot: none
      - Wenric and the Zombie Killing
        Talk to the Farmer Wenric to the north and he asks for your help to kill
        all 20 of the zombies wandering about.  Do so and return to the farmer to
        get your reward:  800 exp, and 150gp.
        Farmer:  Farm N of Baldur's Gate Bridge (x 615 y 543)
      - Cloak of Protection
        Search the Farmer's house to get a Cloak of Protection +1, and some other
        small treasures.
        House:  Farm N of Baldur's Gate Bridge (x 593 y 371)
    15. Baldur's Gate (AR 0800)                                          [15BDLR]
    Note: When you first enter Baldur's Gate you are "treated" to a little movie,
          which is on Disc 5.  After that Elminster will come up to you and tell
          you that you can trust Scar of the Flaming Fist, as well as his
          commander, Duke Eltan.  Navigating Baldur's Gate can be a little tricky
          due to the wall in the center of town which prevents you from simply
          crossing from one end of the city to the other.
    Baldur's Gate is divided into 9 sections, and as such, this section is divided
    into 9 sub-sections, one for each of the city sections. (plus another one for
    the sewers)
    Companions: none
    Enemies: none
    Treasures: Tome of Dexterity (Niklos and the Bandits)
      - There are a lot of things in Baldur's Gate worth doing, subquests and
        very good treasures.
      - Brevlik's Telescope
        In the Elfsong tavern is a wheezy gnome named Brevlik who wants you to
        steal a telescope from the Hall of Wonders.  Agree to help him out, and
        try to increase your fee as well.  Now all you have to do is to break
        into the Hall of Wonders.  You'll find the Hall of Wonders in the W
        Section of the city.  Break into it at night (you'll probably find Alora
        there, see the Baldur's Gate W Section below for more information, if you
        have Alora in your party you'll be able to steal things here without them
        noticing), and steal the Telescope.  Return it to Brevlik to get your
        reward:  5500 exp, 500 gp, and a Lightning Wand.
        Brevlik:  Baldur's Gate (AR 0800, x 1800 y 2370)
        Telescope:  W Section (AR 0600, x 1600 y 2200)
          MartectX recommends this:
            While in the Hall of Wonders charm ALL people running around (get
            Nymph's cloak first!) and quicksave. Now unlock the chests and get a
            Rogue Stone (worth 2500gp!) and a star sapphire! If someone recognizes
            you anyway - determine him/her, reload and search for that person:
            Charm him/her.
      - Arkion's Corpse
        A Necromancer who lives in the southern part of this area wants you to find
        him a body from the Sewers and bring it to him.  You can find a corpse
        in the sewers that are under the SW Section of the city.  There are 2 more
        corpses in the W Sewers.  You only need one corpse, however.  Take it to
        Arkion to get your reward:  250 gp, and 1800 exp.
        Arkion:  Baldur's Gate (AR 0800, x 1600 y 3200)
        Corpse:  SW Sewers (AR 0224, x 2520 y 2360)
        Corpses:  W Sewers (AR 0225, x 3700 y 2860)
      - The love triangle of Ordulinian, Nemphre and Arkion
        This subquest should be tackled only once you completed the Arkion's Corpse
        subquest (see above) and Nemphre subquest (see Baldur's Gate SE Section).
        Although he may not ask you to, give him Arkion's Bloostone Amulet and
        Nemphre's Onyx Ring to get 3500 exp.  He's in The Sorcerous Sundries.
        Ordulinian:  Baldur's Gate (AR 0800 x 1025 y 1950)
        Arkion:  Baldur's Gate (AR 0800, x 1600 y 3200)
        Nemphre:  SE Section (AR 1300, x 1750 y 240)
      - Niklos and the Bandits
        In the center of the Area you will find a bandit named Niklos.  He says
        that his boss wants to talk to you, and gives you 50gp just to talk to him.
        He tells you to go into the building to the north of him, and if asked for
        a password to reply "fafhrd", there to meet with the boss.  Go inside the
        building, give the guard your password, and go further in.  All the way to
        the back is a man named Alatos, the Boss.  Talk to him.  Be careful what
        you say, as they might attack you.  What he wants you to do is to steal
        some items from Oberon's House in order to prevent the construction of "Sky
        Ships".  You get 10 days to complete this quest.  Once agreed to, you have
        free run of the Guild.  For more information go down to the section titled
        Baldur's Gate Central Section and look under the subquest marked "Oberan's
        Estate."  Once you have the items return them to the Thieves' Guild.  Now
        you give him the items and you get a reward of 4000 exp, however, the
        client thinks that you were too "messy" in your operation and wants to
        terminate you, but if you did the Narlen Subquest below, Narlen will come
        in and kill the client instead, and you are thereafter a full member of the
        Thieves' Guild.
        NOTE:  Even if you simply sneak in and steal the pieces, Resar still tries
               to have you killed.
        Niklos:  Baldur's Gate (AR 0800, x 1550 y 1790)
        Boss:  Baldur's Gate (AR 0800, x 1450 y 1250)
        Oberan's House:  Central Section (AR 0700, x 3400 y 100)
          MartectX adds this:
            Sure, Black Lily sells a lot of good items, but what's in that barrel
            behind her? Uhuu, a low-cost Tome of Dexterity!
      - Narlen Darkwalk's Thievery Test
        In the Thieves' Guild you will encounter Narlen Darkwalk who wants to test
        your thievery abilities.  Agree to it, and he'll ask for a THIEF (and only
        a thief) to meet him by the Splurging Surgeon Inn.  Go there.  (It's a
        little tricky to get to where we need to be.  Go west to the Central
        Section and then North to the North Section, and finally go East to the NE
        Section)  Talk to Narlen again, and you'll be automatically taken to where
        you need to be.  Eventually a Flaming Fist will come up to you and ask what
        you're doing.  Yell out a warning to your "mates", and flee back to the
        Thieves' Guild.  (Don't fight the Fist!)  You will get 100 gp for the first
        job, and another job will be given out.
        This time we're stealing a Rogue Stone from Gantolandan.  This time he
        wants to meet up at the Blade and Stars Inn, which is in the SE Section of
        the city.  Meet up with Narlen there, and then follow him to Gantolandan's
        house.  Go inside and steal the stone (for more information on this go down
        to the SE Section below and look under the Gantolandan in "Other"), and
        then return to the Guild again.  Talk to Narlen for the last time to get 3
        Pearls. (the Rogue Stone, if you had sold it, is worth 2500 gp, while 3
        Pearls are worth 300... methinks someone here took more than their fair
        Narlen:  Baldur's Gate (AR 0800, x 1450 y 1250)
        Splurging Surgeon Inn:  NE Section (AR 0300, x 500 y 2970)
        Blade and Stars Inn: SE Section (AR 1300, x 200 y 666)
      - Four Mages
        On the second floor of the Sorcerous Sundries are a quartet of mages who
        are practicing spells.  They are very put out if you go near them, and will
        attack you.
        Oulam--1200 exp, Robe, minor treasures
        Wheber Ott--1500 exp, Robe, minor treasures
        William Garst--1500 exp, Robe, minor treasures
        Niemain--2000 exp, Cursed Ring of Clumsiness, Wand of Fire, 280 gp
          Note:  If you have Xzar in your party, the Mages here won't attack you
                 since Xzar is a member of their order.
        Sorcerous Sundries:  Baldur's Gate (AR 0800, x 1025 y 1950)
      - Husam the Bandit
        Inside the Bandit's hideaway (see Niklos and the bandits above) you can
        talk to Husam.  He has a bit of information on the Iron Throne, like who
        the leaders are, and what their plans are.
        Husam:  Baldur's Gate (AR 0800, x 1450 y 1250)
    15a. Baldur's Gate NE Section (AR 0300)                              [ABLDNE]
    Note: When you first come into this area from the first BG Section, you will
          confronted by two goons from the Iron Throne, Marek and Lothandar.  They
          tell you to stay out of Throne business and leave.  Also this area is
          divided in half by the inner wall.
    Companions: none
    Enemies: none
    Treasures:  Cloak of Balduran (Quenash and the Cloak of Balduran)
                Gauntlets of Weapon Skill (Larze the Would Be Ogre Assassin)
      - Just some subquests to do.
      - Brielbara and Yago's Book of Curses
        A mage of minor power here has a task for you.  Her daughter was cursed by
        the mage Yago, and in order to remove the curse, you need to retreive his
        book of Curses.  You can find Yago in the Low Light Tavern (it's really a
        boat) at the Harbor.  Go in and take him out (he is on the third level).
        Once that is done return with the book to the Splurging Surgeon Inn and
        give it to Brielbara to get your reward:  200gp, 1000 exp, and a Reputation
        I got this from Peter Cheong Choon Wah:
        Apparently Coran was Brielbara's lover and her daughter's true father.  If
        you approach Brielbara with Coran in your party, she would badger him about
        this turn of events; Coran would be forced to do something about Yago and
        he would ask if you/the party would aid him. (I can not confirm, but if you
        refuse in this case, Coran *might* leave the party to settle the issue
        When you help Coran to settle the matter and return to Brielbara, after she
        rewards you, she would have one last tiff with Coran, asking if he's ready
        to be a responsible father.  Coran would be uncertain and she would depart,
        leaving him with your party.
        Brielbara:  NE Section (AR 0300, x 715 y 2250)
        Low Lantern:  Harbor (AR 1200, x 3420 y 3090)
        Splurging Surgeon:  NE Section (AR 0300, x 411 y 2885)
      - Larze the Would Be Ogre Assassin
        In the Blushing Mermaid Tavern you find yet another assassination attempt,
        this time from a none-too-bright Ogre named Larze.  If you want you can
        talk him out of attacking you (900 exp).  Or you could attack him, which I
        think may be the better course of action.
        Larze--2000 exp, Gauntlets of Weapon Skill, 1 Spell, Minor Treasures
        Blushing Mermaid:  NE Section (AR 0300, x 200 y 1750)
      - Quenash & the Cloak of Balduran
        Quenash in the Undercellars somehow got a hold of the Cloak of Balduran.
        Find her and steal it from her to get a really really good cloak (that 25%
        Magic Resistence will come in handy!).  To get into the Undercellars go
        through the back door in the Blushing Mermaid.
        Quenash:  Undercellars (x 1300 y 1315)
          Silviu has more Info on the Cloak:
            The woman that possesses the Cloak of Balduran is in reality the lover
            of the elf you delivered in Felonius Gist.  There is a hint in the
            letter he gives you that points to her, when he says that the cloak is
            with his "fallen angel"(a prostitute).  If you go to see her, you can
            obtain the cloak from her by saying that you are one of his friends and
            by describing him.
      - Kill the Mustard Jellies
        After talking three times to a drunk named Lusselyn, he will bet you 100gp
        that you cannot kill the mustard jelly upstairs. Upon completion of the
        quest, you will discover that Lusselyn has only 60gp remaining, having
        spent the rest on "Boozsh an' schtuff".
        (from Arashikage The Magnificent, Illusionist Without Peer)
        Lusselyn:  Splurging Surgeon, NE Section (AR 0300, x 411 y 2885)
      - Always Keep the Pantaloons! (from Sir Erik Esoteric)
        A man on the 2nd floor of the Splurging Surgeon named Mr. Shade provides
        a funny conversation if you pretend to play along with it. Eventually, you
        will have to confess, but you can ask him what this was all about.
        Apparently, he was waiting for the owner of the golden pantaloons, and
        since you have obviously stolen them, he decides to take them from you and
        leave. I didn't want to sacrifice getting the Big Metal Unit in BG II ToB,
        so I decided to kill him netting 1 experience point (w00t) and getting back
        the precious pants. All in all, I just thought it was a pretty funny
    15b. Baldur's Gate SE Section (AR 1300)                              [BBLDSE]
    Companions: none
    Enemies: none
    Treasures:  Light Crossbow +1 (Taxek and Michael, Bandits)
                Long Sword +1 (Gantolandan's Rogue Stone)
      - Just some subquests to do here.
      - Nemphre
        To get Nemphre to even talk to you, you must talk to her with any male in
        your party.  (There goes that all female party!)  She wants you to get an
        amulet back from her former flame, Arkion.  You'll find Arkion back in the
        first Baldur's Gate section in the southern part of that area.  Go into his
        house, don't bother talking to him, and steal the Bloodstone Amulet.  Take
        it back to Nemphre to get called a fool (but a sweet fool!), and receive a
        small reward:  1000 exp, and the spell Vampiric Touch.
        Nemphre:  SE Section (AR 1300, x 1750 y 240)
        Arkion:  Baldur's Gate (AR 0800, x 1600 y 3200)
        Alternatively... Starlight sent me this:
          "I went and retrieved nemphres amulet and took offence at being called a
          fool, albeit a sweet fool.  So after saving the game I  tried to charm
          her so I could rob her, this did not work, so still feeling verbally
          abused I set all five of my party on to her.  I have a heroic reputation
          (20) after her death which was quick, in Another life maybe she will hold
          her tongue, no flaming fist arrived so I ransacked the place and found:
            Cloak of Protection +1
            War Hammer
            Minor Gem
            18 Gold Pieces
            And on her
            Robe of Electrical resistance
            Bloodstone Amulet
            Onyx Ring
            And a Dagger
          I reckon just short of 3000 gp not a bad earner wouldn't you say.
      - G'Axir the Seer
        In the Blade and Stars Inn you will meet a seer named G'Axir who wishes
        to tell your fortune, but requires a Sphene Gem to do such a task.  Find
        one and bring it back to him (if you'd rather just cheat it, it's MISC37)
        and he'll give you your fortune and a reward of 1000 exp.
        G'Axir:  SE Section (AR 1300, x 200 y 666)
      - Nadarin's Basilisk
        Someone decided to ship a basilisk somewhere, and somehow it escaped and is
        wreaking havoc at the harbor.  Talk to Nadarin in the warehouse to get the
        quest, then head over to the harbors.  You will find the Basilisk in a
        warehouse, once inside you will be warned that it is in there.  Kill it
        (it has a Sphene Gem if you need one for G'Axir) and then return to
        Nadarin.  Your Reward:  1300 exp, and 1800 gp.
        Nadarin:  SE Section (AR 1300, x 800 y 1930)
        Basilisk:  Harbor (AR 1200, x 3264 y 1146)
      - Taxek and Michael, Bandits
        Taxek and his buddy Michael are from the Thieves' Guild have decided to rob
        a house in this area.  You have several options on how to handle this, but
        the best is to say that it isn't your house, but that you aren't going to
        let them leave.  They will attack you, kill them and steal their treasures.
        Taxek--975 exp, Light Crossbow +1, Magic Bolts, 2 Gems, 75gp
        Michael--300 exp, Magic Arrows, 2 Gems, Long Bow, 54 gp
        Bandits:  SE Section (AR 1300, x 1733 y 1075)
      - Gantolandan's Rogue Stone (or the Stray Cat Thief)
        On the second story of a house in this area you will encounter a sleeping
        man named Gantolandan.  Near his bed is a trapped chest with a Rogue Stone
        inside (very valuable! 2500gp!), but as you steal it, Gantolandan will wake
        up and ask "Who's there?"  You could impersonate a cat and say "Meow".
        Take the Rogue Stone, and he'll say "I don't own a cat".  Claim to be a
        stray and he'll go back to bed.  It's fairly safe to leave.  Or you could
        just kill him to get 1200 exp, Long Sword +1, 64gp.  This is the second of
        Narlen's tests if you care about the Thieves' Guild.
        Gantolandan:  SE Section (AR 1300, x 785 y 1190)
      - Nikolai
        You can talk to a local "tour guide" called Nikolai here.
        Nikolai:  SE Section (AR 1300, x 1000 y 210)
    15c. The Harbor, Baldur's Gate S Section (AR 1200)                   [CBGTHS]
    Note: You may encounter Entillis Fulsom here, a friend of Elminster.  He urges
          you to curry the favor of Scar and Duke Eltan to protect yourself from
          the Iron Throne.
    Companions: none
    Enemies: none
    Treasures:  Gauntlets of Ogre Power ¯¯|
                Long Sword +1             |__ Desreta, Vay-ya and the Void
                Dagger +1                 |
                Wand of Fire            __|
                Gauntlets of Weapon Skill (Noralee's Gauntlets)
                Ring of Free Action ¯¯|
                Halberd +2            |
                Bracers AC 7          |__ The Iron Throne
                Mace +1               |
                Wand of the Heavens   |
                War Hammer +1       __|
      - There are some subquests to do here, as well as the Gauntlets of Weapon
      - The Iron Throne Tower
        You can find the Iron Throne's Headquarters in this area to the North West.
        Go inside.  When you first enter you get to see a little movie (Disc 5).
          1st floor:  A fat merchant will come up to you and say that there is
                      madness inside.  Well we knew that.  There is a lone guard at
                      (x 731 y 493).  You can tell him that you are seeking
                      employment or can beat him up.  Your choice.
          Basement:   You'll find a lone guard here and some treasures at (x 147
                      y 328) and (x 182 y 218).  There is an exit that leads to the
                      sewers here at (x 678 y 526).
          2nd floor:  Here you'll encounter another guard named Dra'tan.  Either
                      tell him that you're delivering a message to Sarevok, and
                      that you'll pass his comments on or fight him (if so, he'll
                      summon two other guards to help him out).  There is some
                      guards on this level (they all have minor treasures).
          3rd floor:  Another guard will accost you here.  Again pass yourself off
                      as new recruits who don't yet have their uniforms.  Also on
                      the third level, Nortuary will come up and talk to you.  He
                      wants to know where the Iron Throne higher ups are.  Tell him
                      that they are upstairs.  An Emissary from the Grand Dukes
                      named Tar will initiate a conversation with you.  Do not kill
                      her or you'll lose reputation.
          4th floor:  Do not kill anyone on this floor or you'll lose a lot of
                      reputation points.  You can impersonate the Emisary Tar when
                      talking to Destus Gurn to get some free information.  There
                      are some scrolls at (x 1136 y 508) and (x 877 y 412).
          5th floor:  A really big fight will ensue from your entrance on this
                      floor with several tough Iron Throne leaders.  I'd recommend
                      using a Fireball or three, and/or a Cloudkill.  You can also
                      use Dire Charm on some of them to get some free added
                      firepower.  Beyond that, good luck.  Don't forget to search
                      everywhere for letters, treasures, etc...  You'll also
                      discover what happened to Emissary Tar here.  I didn't keep
                      track of which treasures belong to which person, but here's a
                      list of treasures you'll get:  Ring of Free Action, Wand of
                      Lightning, Halberd +2, Bracers AC 7, 7 Spells, Mace +1, Wand
                      of the Heavens, War Hammer +1.
                        MartectX has this battle strategy to add:
                          First have your thief hide in shadows and go up. Go
                          to Thaldorn and talk to him - because now unintentional
                          killing of the Emissary isn't too bad. You could also
                          charm Thaldorn later and force-talk to him. Now go up
                          with your highest-hitpoints character (should be your
                          fighter) and the one or two mages that you are instantly
                          visible to should start casting a spell.
                          Quickly (!) go down the stairs and go back up
                          immediately. Again he/they will start casting a spell.
                          Down again. Repeat until all visible mages come towards
                          you. DON'T WALK UP TO THEM! At this point you'll probably
                          want to shoot one or two arrows at them, don't you? When
                          they reach you they'll begin casting again - get out NOW!
                          Repeat until they are out of spells - behead them!
                          Now the more complicated part: Quicksave first, go 2
                          meters to the middle of the room - Cloudwulfe should
                          begin shooting you (not to be prevented) - go on until
                          the last mage starts casting. NOW RUN BACK! You should
                          make it down with those magic arrows being 2-3 meters
                          away. Poohhhhhhh. Quicksave? Repeat this process. This
                          has two advantages: Cloudwulfe gets out of arrows (or he
                          did in my case) the last mage becomes dog-biscuit. Get
                          your party up (or only the fighters and archers), beat
                          Cloudwulfe and his other fighting companion (I guess it's
                          Gardush or whomever).
                      And here's the Experience you get from it:
                      Zhalimar Cloudwulfe--3000 exp
                      Gardush--1800 exp
                      Alai--1800 exp
                      Naaman--2000 exp
                      Diyab--1600 exp
                      Aasim--1800 exp
        Once that's done find Thaldorn and threaten him until he tells you where
        the other leaders of the Iron Throne are. (Candlekeep)  And also gives you
        information on all their dirty deeds, which he claims Reiltar has.  Kill
        him if you want to get 975 exp, a Short Sword +1, and a Studded Leather +1.
        Iron Throne:  Harbor (AR 1200, x 400 y 600)
      - Ghorak the Diseased
        In a house near the south of the area you will find a diseased man who
        cannot be cured by conventional (and by that I mean magical) means.  There
        is, however, a way to cure him.  Simply go to the Three Old Kegs Inn, there
        you will find a Skull behind a painting on the second floor.  Take the
        Skull to Agnasia at the Lady's Hall.  She'll tell you a little story about
        the Skull's previous owner, and give you 1000 exp, and a Reputation +1.
        You can if you want, go talk to Ghorak again to see him cured, but you get
        nothing more.
        Ghorak:  Harbor (AR 1200, x 4230 y 1925)
        Skull:  N Section (AR 0200, x 3700 y 2370)
        Agnasia:  W Section (AR 0600, x 1300 y 1000)
      - Nadarin's Basilisk Part 2 (see the above sub section)
      - Noralee's Gauntlets
        In a warehouse to the south of the Basilisk warehouse you will find a
        female archer by the name of Noralee who has lost some Gauntlets.  She asks
        you to pick up the Gauntlets before someone else does.  Go pick up the
        gauntlets, and return them to her (they are Gauntlets of Weapon Skill) to
        get your reward: 1000 exp, 2 Potions, and a Reputation +1.  Or you could
        just keep them. (THAC0 +1)  Once you give them to her, she leaves, so
        decide if you want them before that!
        Noralee:  Harbor (AR 1200, x 3550 y 1520)
        Gauntlets:  Harbor (AR 1200, x 730 y 2700)
      - Cordyr's Sirines
        Cordyr has been having some trouble with Sirines far to the south.  If the
        party has a low or medium reputation, he'll ask them to get rid of them.
        Kill them to get a reward:  a Haste Scroll.  The Sirines he wants dead are
        in the Lighthouse Map (AR 3600) and you may have already killed them (one
        of them is named Sil).  See Flesh Golem Cave in Lighthouse Map (AR 3600)
        for more information.
        Sil and 2 sirines:  Lighthouse (AR 3600, x 383 y 1209)
        Cordyr:  Harbor (AR 1200, x 3060 y 875)
      - Desreta, Vay-ya and the Void
        A wench in the Low Lantern (a brothel if you must know) by the name of
        Desreta will come up to you on the second level, and blabber on about being
        "one with the void" and how life is meaningless.  Long story short, you
        have to fight her as well as her mage companion Vay-ya.
        Desreta--1200 exp, Gauntlets of Ogre Power, Long Sword +1, 172 gp
        Vay-ya--2000 exp, Wand of Fire, Dagger +1, 2 Spells, 2 Gems, 94 gp
        Low Lantern:  Harbor (AR 1200, x 3420 y 3090)
      - Yago
        Yago is on the third level of the Low Lantern, you can kill him if you
        want.  You get 1400 exp, a Knave's Robe, and Yago's Book of Curses.  You
        can search the chest near his bed for some good spells (like Fireball if
        you don't already have it) and some gold.  Yago's Book of Curses is
        important in a subquest in the NE Section (Brielbara and Yago's Book of
        Low Lantern:  Harbor (AR 1200, x 3420 y 3090)
      - Larriaz the Sirine
        Larriaz was abducted by a fisherman, and has now exacted her revenge by
        killing his entire family.  Kill her and you get 30 exp.  Whee.  You can
        then search the house for some more minor treasures.
        Larriaz:  Harbor (AR 1200, x 3970 y 1660)
      - Child's body from Umberlee's temple
        You can wander into Umberlee's temple and talk to the Bitch Queen's
        Priestess here (that's what Umberlee is known as).  Ask to talk to Tenya
        (she's the girl you helped retrieve that BOWL awhile back) and she will
        appear and give you a corpse.  This is to complete the subquest in the
        W Section of the city titled "Varci Roaringhorn and the High Price..."
        Temple:  Harbor (AR 1200, x 870 y 2340)
      - Ogre Mages
        In one of the buildings here you will find 4 Ogre Mages (this could have
        been listed as an Assassination attempt, except none of them have names)
        who want to kill you.  A fifth one is invisible and will become visible
        once he initiates a conversation with your party.
        Building:  Harbor (AR 1200, x 1140 y 1215)
    15d. Baldur's Gate SW Section (AR 1100)                              [DBLDSW]
    Companions:     S  D  C  I  W  Ch
      - Tiax        9  16 16 10 13 9        Gnome      Cleric/Thief    Chaotic Evil
        Tiax is a very bizarre fellow who believes that he will one day "ascend" to
        become the ruler of the Realms.  He thinks that that is his "destiny" as
        foretold to him by Cyric.
        Special Abilities:  Summon Ghast
        Where he is:  Baldur's Gate SW Section (AR 1100, x 1440 y 1610)
    Enemies:  Dopplegangers, Green Slimes
    Treasures:  Spear +1 (Seven Suns)
                Wand of Magic Missiles (Seven Suns)
                Medium Shield +1 (Duke Eltan's Office)
                Splint Mail +1 (Duke Eltan's Office)
      - Go talk to Scar again in the Flaming Fist HQ, and he'll ask for you to
        investigate the Seven Suns.  This is done in two parts, freeing Jhasso, and
        killing the Dopplegangers, so be sure to get both rewards.  See The Seven
        Suns below for more info.
      - The Sewers
        Scar wants you to check the sewers of the city for a beast of some sort.
        Go to the eastern end of the city, and down into the sewers.  Then go to
        (AR 0226, x 1335 y 1590) and kill the Ogre Mage (Bastard Sword +1) and his
        Carrion Crawler buddies.  Take all the items from the Ogre Mages body, but
        don't sell them.  Go back to Scar and tell him what the Ogre Mage was doing
        down there, and then give the Ring to Scar for your reward:  3000 exp, and
        3000 gp.
      - Finally to finish Chapter 5 and leave Baldur's Gate talk to Scar again
        until he wants to talk to you about the Iron Throne.  Go outside and talk
        to him, and agree to meet with Duke Eltan.  Tell the Duke what you know (if
        you went into the Iron Throne's HQ tell him about Reiltar) and he'll
        transport you to Candlekeep to get information from the Throne.  If you
        haven't done the Iron Throne yet, you'll have to before you can leave!
        Also if you haven't done the Iron Throne yet, you can wander around Duke
        Eltan's office, and swipe his items.  On Duke himself you'll find the
        History of the Nether Scrolls, and in another room you'll find a Medium
        Shield +1 and a Splint Mail +1.
      - The Seven Suns
        When we first entered Baldur's Gate we were asked by Scar to investigate
        the Seven Suns merchant guild.  Now we have the opportunity to do just
        that.  Enter the building, and a merchant will talk to you.  Go downstairs
        (the stairs down are in the SW end of the room) to find a Doppleganger and
        the head of the guild, Jhasso.  Talk to him and say that you are there to
        rescue him.  He'll say that the guild was taken over by Dopplegangers.  You
        can search the basement for a Spear +1, a Wand of Magic Missiles, and other
        minor treasures.  Go back upstairs and talk to any merchant over and over
        until they crack and turn into Dopplegangers.  Kill all the ones here, then
        go upstairs and kill the two up there.  Once that is done go over to the
        Flaming Fist HQ, go inside and talk to Scar to get your reward: 9000 gp,
        4000 exp, and a Reputation +2. (MartectX mentions that dialog option 2
        leads to the good reward, option 3 leads to a much lesser reward) He'll
        also give you another job which is covered below.
        Seven Suns:  SW Section (AR 1100, x 3480 y 1240)
        Scar:  SW Section (AR 1100, x 1500 y 1300)
      - Fergus' Angel Skin Ring
        If you have an Angel Skin Ring handy (and you should by now), go to the
        Flaming Fist HQ and talk to Fergus (he's just down the hall past Scar).  He
        wants a ring for his special someone.  Talk to him again to give him the
        ring, and get your reward:  800 exp, and a Reputation +1.
        Fergus:  SW Section (AR 1100, x 1500 y 1300)
      - Green Slime Tavern
        There is a tavern that has been invaded by green slimes.  Go inside and
        kill the slimes.  However, whatever you do, several people will be killed
        (even if you kill all the slimes really quickly!).
        Tavern:  SW Section (AR 1100, x 2470 y 725)
      - Thieves Looting a House
        There are four members of the Shadow Thieves' Guild (Dirk, Sath, Meakin and
        Wiven) looting a house.  They all have minor treasures.
        Thieves:  SW Section (AR 1100, x 2250 y 1770).
      - Sunin the Mage
        When you break into Sunin's house (in the southern part of this area) he
        of course assumes that you are thieves, and will attack you.
        Sunin--2000 exp, Robe, Ring of Wizardry, 2 Spells, 102 gp
        Joular--1200 exp, Long Sword +1, 64gp
        Maka--1300 exp, Plate Mail, Magic Arrows, 39gp
        Sunin:  SW Section (AR 1100, x 1700 y 2500)
      - Phandalyn
        As you enter a tavern in the SW part of this area, a paladin by the name of
        Phandalyn will approach you.  If you have any Evil party members, he will
        attack.  However, he is still considered Non-Threatening (i.e. his circle
        is still blue) so if you attack and kill him, you still get the appropriate
        loss in reputation.  Sucks.
        Phandalyn:  SW Section (AR 1100, x 1100 y 2200)
    15e. Baldur's Gate Central Section (AR 0700)                         [EBLDCS]
    Companions: none
    Enemies: none
    Treasures:  Necklace of Magic Missiles (Halruuan Skyship)
                Eagle Bow (Lothandar's Geas)
                Dagger +2 (Lothandar's Geas)
                Tome of Wisdom (Lothandar's Geas)
      - Just some subquests to accomplish.  If you have a Thief be sure to pick up
        the Eagle Bow (Lothandar's Geas).
      - Ragefast's Nymph
        You will encounter a Lady Hannah here who complains about Ragefast the Mage
        who has enslaved a Nymph in the Western part of the city.  Check the
        Section titled Baldur's Gate W Section for information on completing this
        Hannah:  Central Section (AR 0700, x 330 y 870)
        Ragefast:  W Section (AR 0600, x 2875 y 475)
      - The Statues of Felonius Gist
        Do not free any of these statues until you talk to Degrodel in the NW
        Section!  Inside of Felonius' town house you will find a series of statues.
        Free the one in the North West corner and demand to know where the Helm of
        Balduran is (you get a small reward of 500 exp for freeing him).  He will
        give you a scroll that gives you a bit of a clue about it, saying that it
        is in an Inn.  You can free the others, but you don't get anything more.
        Town House:  Central Section (AR 0700, x 1750 y 1000)
        Note:  (from danecobain) If you free the guy in the corner and get the
               information from him then if you say that you want to fight him then
               you can kill him for some exp. Then all of the statues turn red and
               you can use the scrolls on them one at a time to get them to attack
               you one at a time and kill them all. Doing this I got 5800 xp, a
               load of arrows, 2 healing potions and a mage robe of electric
               resistance with no reputation loss.
      - Lothandar's Geas
        When you wander around the Tents in this area you will be confronted by
        Lothandar (again if you talked to him in the NE Section) who tells you that
        you have been poisoned in your sleep.  If you help him remove a Geas from
        himself, he'll help you get rid of the poison.  Sounds good enough.  He
        takes you to see a Diviner, ask the Diviner how to help Lothandar and he
        directs you to the Temple of Umberlee.  Go to the temple and ask to see the
        High Priestess (you'll have to bribe them).  Talk to her and ask for help
        to remove the Geas and she'll ask for you to get a Book from the Temple of
        Tymora.  Wander over to the West section of the city and into the Lady's
        House (the Temple of Tymora), there ask the priest there for the book, and
        say that you'll die if you don't get it.  He decides that that is a worthy
        enough cause, and gives you the Book of Wisdom.
        Now go back to the Temple of Umberlee and give the Priestess the book (say
        that you don't trust her to get the Scroll of Remove Geas before handing
        her the book).  Now go to the Blade and Stars Inn to find Lothandar to give
        him the Scroll.  He will give you his HALF of the antidote (as well as 1500
        exp) and tell you to get the second half from Marek in the Blushing Mermaid
        Inn.  You'll find Marek on the Second Level of that Inn, and he will fight
        you instead of just giving it to you.  You get 10000 experience for curing
        the poison.
        Marek--650 exp, Eagle Bow, Dagger +2, 3 Potions, 200 gp
        Lothandar:  Central Section (AR 0700, x 2650 y 1120)
        Diviner:  Central Section (AR 0700, x 2500 y 800)
        Temple of Umberlee:  Harbor (AR 1200, x 872 y 2340)
        Temple of Tymora:  W Section (AR 0600, x 1300 y 1350)
        Blade and Stars Inn:  SE Section (AR 1300, x 220 y 670)
        Blushing Mermaid Inn:  NE Section (AR 0300, x 200 y 1725)
          Dark Angel (dkangel@dsuper.net) had an alternate way to complete
          Lothandar's Geas:
            In the section 15.e (Baldur's Gate Central Section) who wrote how to
            complete the subquests Lothandar's Geas. You described how to acquire
            to book of wisdom to the high priestess of The Bitch Queen.  I thought
            that letting her have this valuable tome (which raises wisdom by 1
            point) was somehow deceiving.  So after telling her that I did not
            trust her and receiving the scroll, I told her that I did not had the
            book.  Because of that she decide to attack me.  After killing her and
            all of her priestess (the normal priestess only attack after you kill
            the high priestess, and doesn't cast spells), nothing happened.  No
            reputation losses, no becoming a fallen paladin (I'm a paladin with a
            reputation of 20), nothing.  So I decided to keep that game.  The best
            part of it was that killing the high priestess gave me 6000 exp
            points, and if you haven't done the "Varci Roaringhorn and the High
            Price of Umberlee" subquest, well there a body of a young child on her
            (which was a strange thing for my game because I had already done it).
      - Nadine's Son
        Nadine's Son has wandered off again to one of Baldur's Gate's many taverns.
        She wants you to give him a good luck talisman, an Amulet +1.  You'll find
        Euric (her son) in the SE Section.  He says that the Amulet looks funny,
        but he isn't coming home.  For your trouble you get 1100 exp.  (thanks to
        Stephen Ashton for the solution to this one)  Go back to Nadine and talk to
        her to get a Necklace of Missiles and a Reputation + 1 (thanks to Andrey
        Moujikov for that).
        Nadine:  Central Section (AR 0700, x 4150 y 880)
        Son:  SE Section (AR 1300, x 1655 y 2314)
      - Oberan's Estate
        In a house in the northern part of this area are several components which
        are required to create a Halruuan Skyship, a Gem, a Statue and a Book.  Go
        inside the house, you can claim to be a servant (if you aren't "well armed"
        at the time!), but it isn't necessary.  Go up to the third floor, and kill
        the three guards there.  Then search the desk to find the three things.
        Whatever you do, don't attack the servant!  Even if he turns red!
        Delorna--1400 exp, Necklace of Magic Missiles, Traveler's Robe
        House:  Central Section (AR 0700, x 3400 y 100)
      - The Rabid Chicken Invasion
        One of the shops here was overtaken by Rabid Chickens.  Go inside and kill
        the chickens for the amazing Experience of 1 each.
        Store:  Central Section (AR 0700, x 660 y 500)
      - Dabron Sashenstar
        He is the cousin of Aldeth Sashenstar and will only appear if you've killed
        Aldeth in the first Cloakwood Forest.  As you might have guessed, he
        doesn't like you so be prepared for a fight.  He has a magical heavy
        crossbow on him and some other treasures.
        Dabron Sashenstar:  Central Section (AR 0700, x 786 y 1683)
    15f. Baldur's Gate W Section (AR 0600)                               [FBLDGW]
    Companions:     S  D  C  I  W  Ch
      - Alora       8  19 12 14 7  10        Halfling         Thief    Chaotic Good
        You'll find Alora burglarizing the Hall of Wonders at night.  Agree to
        stand watch for her, then talk to her twice more and she'll offer to join.
        Where she is:  W Section (AR 0600, x 1600 y 2200)
    Enemies: none
    Treasures:  Large Shield +1 +4 vs. Missiles (Varci Roaringhorn and the...)
                Nymph Hair (Ragefast's Nymph)
      - Just some subquests.
      - Varci Roaringhorn and the High Price of Umberlee
        Just north of the Lady's House you will encounter a runt named Varci who
        needs your help with something.  Agree to help and he'll take you into a
        house.  Go into the house and a priest of Tymora will explain that a child
        and Varci wandered into the Umberlee temple with mischief on their minds,
        and for that one of them was killed.  He wants you to go to the Temple and
        retrieve the body so that he can revive him.  Go to the Harbor, and into
        the temple.  Ask to talk to Tenya (the girl you retrieved the Elemental
        Bowl for) and she'll give you the body.  Return with the body, and give it
        to the priest.  He will walk a little ways away, talk to him again and
        he'll revive his son.  They argue a bit, and leave.  Talk to Varci to get
        your reward:  5000 exp, 2000 gp, Large Shield +1 +4 vs. Missiles.
        Varci:  W Section (AR 0600, x 1040 y 825)
        House:  W Section (AR 0600, x 875 y 666)
        Temple of Umberlee:  Harbor (AR 1200, x 870 y 2340)
      - Ragefast's Nymph
        Ragefast the great Mage has taken a Nymph captive and it's your job to free
        her.  Go into his house in the northern part of this area, and talk to him.
        Be firm that she must be free, but don't threaten him.  You can talk him
        into letting her go, and if you do you get a reward:  2000 exp, and Nymph
        What does one do with Nymph's hair?  Matt Canfield sent me this:
          I discovered that if you talk to Halbazzer Drin in the Sorcerious
          Sundries, he offers to purchase the Nymph Hair from you for 500 gp.  If
          you decline and say it is too precious and you will not part with it he
          offers to weave a Nymph Cloak for you for an extra 100 gp, which is a
          total of 600 gp.  Agree to this and he gives you the Nymph Cloak, he
          already has one made.  This cloak is identical to Algernon's Cloak and
          gives you a Charisma +2 bonus.
        Ragefast:  W Section (AR 0600, x 2875 y 475)
      - Fenten's Ankhegs
        Fenten, the Dwarf, wants to buy Ankheg Shells from you.  He will buy every
        shell you have for 250 gp, and there's no limit to how many times you can
        do this.  So to maximize your profits, place all but one shell on the
        ground, and then talk to him.  (To get to Fenten go north from the SW
        Fenten:  W Section (AR 0600, x 3400 y 3200)
      - Brathlen's Tour of the Hall of Wonders
        Talk to Brathlen just inside the Hall of Wonders to get a tour of the
        place.  He'll walk to a place, and stop.  There you talk to him again to
        learn more about whatever it is that you are looking at.
        Brathlen:  W Section (AR 0600, x 1600 y 2200)
      - The Lousy Bard
        In the Temple of Gond (aka the High Hall of Wonders) you will find a bard
        who wants to buy stories off of you.  But when you tell one to him, he
        isn't satisfied and leaves.
        Bard:  W Section (AR 0600, x 3800 y 940)
    15g. Baldur's Gate NW Section (AR 0100)                              [GBLDNW]
    Companions:     S  D  C  I  W  Ch
      - Skie        11 18 15 15 8  13      Human         Thief        True Neutral
        When you first enter the NW Area in Baldur's Gate Eldoth (if he is with
        you) will offer to take you up to Skie's father's estate.  Go inside the
        estate and you will find Skie.  She will only join you if Eldoth is with
        you, otherwise she thinks that you are thieves come to kill her.
        Where she is:  NW Section (AR 0100, x 1170 y 1625)
    Enemies: Battle Horrors, Doom Guards, Invisible Stalkers, Helmed Horrors
    Treasures:  Helm of Balduran  (Degrodel and the Helm of Balduran)
                Battle Axe +2 ¯¯|
                Bracers AC 7    |—— The Maulers and the Gorpel Hind
                Long Sword +1 __|
      - Definately pick up the Helm of Balduran (you don't really need to do the
        whole Degrodel subquest, just go into the Helm and Cloak Inn and get it).
      - Degrodel and the Helm of Balduran
        In Degrodel's House in the southern part of this area you will have to
        fight a lot of really tough monsters.  Battle Horrors, Invisible Stalkers,
        and Doom Guards.  Once past those, talk to Degrodel and he'll offer you a
        job, take the job and he'll explain that 6 people were turned to stone by
        Ragefast, and then sold to an art dealer.  One of those people had the Helm
        of Balduran on him, and Degrodel wants you to retrieve it.  To accomplish
        this he gives you 6 scrolls of Stone to Flesh.  Go to the Central Section,
        and into the house of Felonius Gist.  You'll see the statues in the north
        end of the room.  Free the statue in the corner and demand the Helm of
        Balduran from him.  He'll say that he doesn't have it, press further and
        he will give you a Scroll with a clue on it.  In case you haven't guessed
        it we're going to the Helm and Cloak Inn in the NW Section.  Go inside, and
        then go up the stairs in the back of the inn.  Find the painting in this
        room and search it to find the Helm.  Careful 'tis trapped!  If you give it
        to Degrodel he'll give you 5000 gp, but then have 3 monsters attack you and
        leave with the Helm.  It's much more worth it to keep the Helm.  What I did
        was I gave him the Helm, then killed him and took the Helm back.
        Degrodel:  NW Section (AR 0100, x 2100 y 3000)
        Statues:  Central Section (AR 0700, x 1750 y 1000)
        Helm and Cloak:  NW Section (AR 0100, x 3550 y 2900)
        Scott Werner had this to add:
          I already had the Helm of Balduran when I finally did this quest.  When
          I talked to the guy who used to be a statue about the helm, I told him
          about Degrodel's plan and said that I didn't need the helm.  For my
          honesty he said that I should go see his lover Quenash in the
          Undercellar and ask her for the Cloak of Balduran.  If for some odd
          reason you happen to notice that her lover is an elf with blonde hair (I
          had to reload a few times to get the answer right) she will give you the
      - Quinn and Nester's Dagger
        Enter Quinn's house and he'll bug you to go check the Baldur's Gate Bridge
        area for signs of Nester who was attacked by an Ankheg.  Go there, and to
        the north of Tenya's cottage you will find an Ankheg, kill it and take the
        dagger from its body.  Take the dagger back to Quinn for your reward:  950
        exp, a Shandon Gem, and a Reputation +1.
        Quinn:  NW Section (AR 0100, x 3676 y 2225)
        Ankheg:  Baldur's Gate Bridge (x 4070 y 100)
      - The Twin's Boogeyman
        There is a "Boogeyman" peeping on a pair of twins near the center of this
        area.  Talk to one of the girls, and she'll say that they're being peeped
        upon.  Then a mage named Gervasse will enter and tell you that a Druid
        called Voltine is to blame for this.  Seems she is polymorphing into
        something unpleasant.  Well Voltine will appear in the room, go talk to
        her, and she says that Gervasse is to blame.  Interesting.  Go kill
        Gervasse (900 exp, Robe, 72gp) and then report to Voltine.  She'll give you
        a Wand of Polymorph for your trouble.  Go talk to one of the twins to get a
        Scroll (protection from evil) and 1000 exp.
        Twins:  NW Section (AR 0100, x 2770 y 2270)
      - Wanted: Algernon's Cloak
        A Dwarf named Pheirkas has need of Algernon's Cloak, so long as you don't
        kill Algernon.  Go to the Feldepost's Inn and filch it off of him (if you
        haven't already), and bring it back for a reward:  300 exp, and 200 gp.
        Pheirkas:  NW Section (AR 0100, x  y )
        Feldepost's Inn:  Beregost (x 1406 y 2640)
      - The Maulers and the Gorpel Hind
        In the Helm and Cloak Inn you will find four Adventurer's from the Gorpel
        Hind at the bar.  Talk to the second from bottom person and tell him your
        adventures from the Cloakwood forest and Mines.  Now go back to the
        entrance of the Inn and you will be accosted by Gretek and the Maulers.
        You aren't going to take that are you?  A big fight breaks out, and the
        Gorpel Hind will help you fight off the Maulers--although they aren't all
        that helpful!  If you really want their help, lead the Maulers up towards
        the bar.
        Gretek--1200 exp, Battle Axe +2, Plate Mail, 86gp
        Caturak--750 exp, Composite Long Bow, Arrows, 25gp
        Wilf--800 exp, Minor Treasures
        Nader--750 exp, Magic Arrows, Minor Treasures
        Arlin--850 exp, Adventurer's Robe, Gem, 38 gp
        Pargus--900 exp, Bracers AC 7, Long Sword +1, Gem, 48 gp
        Helm and Cloak:  NW Section (AR 0100, x 3550 y 2900)
        Scott Slonaker adds this:
          When you go to that bar and talk with Gorpel Hind, Gretek and his buddies
          show up and start a fight.  They have pretty decent treasure.  But what
          I've discovered (and this has been done several times) is that you can
          talk to Gorpel another time, immediately after the first and ANOTHER
          Gretek and Co. shows up!  You can then waste all of 'em for double
          experience and double treasure.  You have to be careful if you're going
          to use Fireball or something similar to get the extras, though, as some
          of the time I also knocked off the waiter hanging around, and lost half
          of my 20 reputation.  (Of course, with the cash you get, getting back to
          18 isn't too tough.)  And a couple of Gretek's buddies (specifically, the
          archer with the mean arrows) can get deceptively tough when they're
          twins.  Be sure to position your guys ahead of time.
    15h. Baldur's Gate N Section (AR 0200)                               [HBLDNS]
    Companions: none
    Enemies: Mustard Jellies, Ghasts, Hobgoblin Elites, Kobold Commandos,
    Treasures:  Cloak of Protection +1 (Petrine's Cat Angel)
                Helm of Glory (Jardak's House)
                Long Sword +1 (Jardak's House)
                Amulet of Metaspell Influence (Ramazith)
                Ring of Protection +2 (Ramazith)
                Tome of Clear Thought, INT +1 (Ramazith's Tower)
      - Lots of good items to pick up here.
      - Petrine's Cat Angel
        Petrine has run away, and the only thing she misses from her old way of
        life is her cat angel.  Go into the house that she's standing by (do not
        listen to Bheren when he says he wants you to kill the cat!  You can pick
        his pocket to get a Cloak of Protection +1 as well), go upstairs.  Search
        the drawer to find an Angel Skin Ring.  Take this to Petrine.  For your
        trouble you get 500 exp.
        Petrine:  N Section (AR 0200, x 660 y 2775)
      - Rinnie's Book
        Rinnie wants you to pick up a Book for her so that she can have a more
        reliable source of information than mere hearsay.  If you have a History of
        Unicorn Run, give it to her. (it's BOOK55 if you just want to cheat it)
        Your reward:  900 exp, and a Protection from Poison Scroll.  You can find
        the book in Ramazith's tower at the top level.
        Rinnie:  N Section (AR 0200, x 1200 y 2800)
      - Ramazith and Ragefast's Nymph
        Just in front of the Giant Pagoda tower you will be propositioned (not THAT
        way!) by a Mage to fetch him a Nymph (ok, maybe it IS that way!) from
        another Mage, Ragefast.  Go to the W Section of the City and into
        Ragefast's home.  Talk to Ragefast, and he isn't about to hand the Nymph
        over, so you'll have to kill him (2000 exp, Amulet +1, Knave's Robe, Wand
        of Paralyzation), and take her yourself.  (or you could free her yourself
        and get 2000 exp and Nymph's Hair)  Take her back to Ramazith.  Now here's
        what I would do here.  Give her to Ramazith, then kill him and free her.
        Ramazith--400 exp, Amulet of Metaspell Influence, Ring of Protection +2.
        If you had freed the Nymph before this, just kill Ramazith and take his
        nice treasures.
          Jesse LaCroix sent me this:
            For some reason, when I returned the nypmh to Ramazith, he rewarded me
            with nothing.  No treasure or XP.  After you retrieve the Nymph for
            him, instead of killing him immedietely for 400 (four hundred) XP,
            lounge around in his entry room for a bit, and he will become angry and
            demand that you leave.
            If you try to talk to him first, you won't get the desired response, so
            let him talk to you.   Say something to piss him off, and he will fling
            a lightning bolt (I let him hit my lead character wearing boots of
            grounding and the Helmet of Defense which offers 20% Elec resistance.)
            and teleport to the top of the tower and say something to the effect of
            "find me in the top of the tower if you dare."  Each level sports a
            small troop of monsters.  The first one is the toughest (nasty Mustard
            Jellies) and the rest are relatively mediocre... Ghasts, Archer
            Hobgoblins, and Elite Kobolds.  Finally at the top is Ramazith.  Easily
            dispatched, killing him THIS way gives you 4000 (four thousand) XP.
            The Nymph can then be rescured for the normal 2000 xp and lock of hair
            before or after you go to the top of the tower.  Killing all the
            monsters on the way up also provides a moderate bit of treasure and
            some good XP, and I even found an Angel Skin Ring on one of the Ghasts
            so I don't have to go and buy one for that Flaming Fist guy.
        Ramazith:  N Section (AR 0200, x 3620 y 1585)
        Ragefast:  W Section (AR 0600, x 2875 y 475)
      - The Noblewoman and Cyrdemac
        On the third floor of the Three Kegs Inn you will find a Noblewoman who
        wants you to find and kill Cyrdemac in an Elfsong Tavern.  He has been
        spreading "rumors" about her.  She offers you 2000 gp as an incentive.
        Return when he's dead and she'll pay you only 500 gold.  You could
        blackmail her, then return in 2 days for another 500 gold.  Now if you
        return a few days later and she'll have hired someone to kill you.  Oh
        Interestingly, if you search her floor for treasure (most of it minor
        stuff) you'll find a cabinet with 208 Ziose Gems. (Lucky Dog)
        TRICK:  (from Thomas de Roode)  In the city of Baldur's Gate, there is an
                Inn at the north section, called the Three Old Kegs. On the upper
                floor of the Inn, there is a Noblewoman who wants you to get rid of
                some guy Cyrdemac in the Elfsong Tavern. Instead of doing that,
                charm the Noblewoman. Talk to her again, and she'll give you 500 gp
                for your trouble. Talk to her over and over and over again, and
                every time you get 500 gp from her! There's no limit in this I
                think! So now you can get rich without cheating.
        Noblewoman:  N Section (AR 0200, x 3700 y 2370)
        Cyrdemac:  Baldur's Gate (AR , x  y )
      - Jardak's House
        When you enter Jardak's house his butler (Drelik) will assume that you are
        Thieves (which you probably are) and will attack you (1200 exp, Short
        Sword +1).  Go upstairs and you'll find Jardak himself, and he'll attack
        you as well.  (3600 exp, Helm of Glory, Long Sword +1, etc.)
        Jardak:  N Section (AR 0200, x 2450 y 1230)
      - Ramazith's Tower
        Climb Ramazith's Tower and you will encounter different enemies on each
        level.  On the first level Mustard Jellies, second Ghasts, third Hobgoblin
        Elites, fourth Kobold Commandos.  On the top level you find a library.
        There are bunches of History Books here, 4 Spells, a Tome of Clear Thought
        (which raises your stats by INT +1), a Wand of Paralyzation, 400gp, and
        a Potion.
        Tip: You can pickpocket Ramazith to get a Ring of Protection+2 and Amulet
             of Metaspell Influence. Then if you end out killing him, you get those
             items again. (Yamian)
        Tower:  N Section (AR 0200, x 3600 y 1400)
    15i. Sewers Beneath Baldur's Gate (AR 0224, AR 0225, and AR 0226)    [ISWRSB]
    Companions:  none
    Enemies:  Phase Spiders, Ghasts, Kobold Commandos, Mustard Jellies, Carrion
    Treasures:  Bastard Sword +1 (See The Sewers, Baldur's Gate SW Section)
      - We're here to finish the subquest that Scar gave us (The Sewers, Baldur's
        Gate SW Section).
      - Once in Chapter 7, you can use the sewers to get from one point in the city
        to another in order to avoid the Flaming Fist Soldiers that will be
        patrolling for you.  Personnally, I think it is easier to simply run away
        from the Flaming Fist Soldiers that'll see you and not use the sewers at
        all.  The enemies keeps respawning here so you could waste a lot of
        valuable ammunition on them.
    AR 0224:
      - You'll find Schlumpsha The Sewer King here.  He and his goons have standard
        treasures.  You can also choose to fighting them or not (depending on how
        you answer with them).
        Schlumpsha The Sewer King and friends:  Sewers (AR 0224, x 2236 y 2063)
      - Exit to Undercellar
        Exit to Undercellar:  Sewers (AR 0224, x 152 y 808)
      - Exit to basement of the Iron Throne Tower
        Exit to basement of the Iron Throne Tower:  Sewers (AR 0224, x 66 y 417)
      - All other exits either lead out to the streets or to Sewers AR 0225.
    AR 0225:
      - You'll find the arrogant Kobold Commando named Ratchild here.  Ratchild has
        killed some people so do the same to him.  Be advised that once attacked,
        he'll summons his clan (some Kobolds Commandos) to assist him.  They'll all
        appear in the adjacent tunnels so if your party is in the middle of the
        room (near Ratchild), they will get pelted from every side.  The
        recommended tactic is to send your best (and most padded) fighter to
        initiate the conversation while the rest of your party hangs back in one of
        the tunnels.  When the fight begins, almost all of the summoned Kobold
        Commandos will attack your fighter (since they won't have a line of sight
        with the rest of your party.  Take out Ratchild quickly since although he's
        just a Kobold Commando, he can cast spells.  They all have standard Kobold
        Commandos treasures.
        Ratchild:  Sewers (AR 0225, x 2304 y 2090)
      - Exit to Undercellar
        Exit to Undercellar:  Sewers (AR 0225, x 2182 y 3243)
      - All other exits lead out to the streets, to Sewers AR 0224 (exits on the
        left hand side of the map) or to Sewers AR 0226 (exits on the right hand
        side of the map).
    AR 0226:
      - You'll find an Ogre Mage here (see subquest The Sewers, Baldur's Gate SW
        Section) with some Carrion Crawlers around him (his pets).
        Ogre Mage:  Sewers (AR 0226, x 1354 y 1587)
      - There are 4 places (corpses) to search for some treasures.
        Corpses with treasures:  Sewers (AR 0226, x 836 y 1440 and x 694 y 1414
                                 and x 527 y 1382 and x 397 y 1370)
      - Exit to Undercellar
        Exit to Undercellar:  Sewers (AR 0226, x 131 y 1356)
      - All other exits either lead out to the streets or to Sewers AR 0225.
    16. Candlekeep Revisited (AR 2626)                                   [16CNDL]
    Companions: none
    Enemies: Dopplegangers, Greater Dopplegangers
    Treasures:  Ring of Protection +1 (Koveras)
      - We're here to search for the leaders of the Iron Throne.
      - Make your way to the Central Keep (I would go to the Inn first, and sleep
        until you gain your new special ability first) and go inside.  You get to
        watch a little movie (which is quite inconveniently placed on Disc 2) and
        then you're inside.  Almost immediately Karan your old tutor will come up
        and talk to you.  You can trust him.  He has some things to say about this
        new person Koveras, who apparantly knows the prophecies of Alaundo by
      - On the second level you will encounter Koveras who wants to give you a Ring
        of Protection +1, it doesn't matter if you take it in the end, although it
        will change what happens slightly.  Also on the second level is Chanter
        who will tell you about the Catacombs under Candlekeep.
      - On the Third level you can find the Leaders of the Iron Throne, and if you
        didn't take the Ring, Koveras told you to kill them.
      - On the Fourth Level you will find Shistal, and although he looks like a
        Monk he is really a Greater Doppleganger.  Keep on harassing him until he
        gives up the charade.
      - On the Fifth Level we can find Gorion's Old Room (x 665 y 1000) and a
        letter that explains once and for all who you are.  You are the "spawn of
        bhaal" one of the "Dead Three" (if you bothered to read that book).  As
        such you are special, and therefore everyone (most especially Sarevok and
        later Joneleth Irenicus) wants to use you for their own purposes.
      - On the Sixth Level you will be arrested for killing the leaders of the Iron
        Throne whether you did it or not. (so you may as well do it before coming
        up to this level, hey if you're going to do the time anyway... may as well
        do the crime!)  Let him arrest you and take you to their prison.  Ulraunt
        will visit you, but has nothing nice to say.  Then Tethtoril will appear,
        ask him about Koveras and he'll say that Koveras is Sarevok backwards.
        Take him up on his offer of teleportation to get to the Candlekeep
    Subquests: none
      - The Priest of Oghma
        If you want a taste of things to come, go into the priest's house (it's
        where we were attacked back in the Prologue) and bother the priest a lot
        about what he is doing to the cat (he says he is studying it, but I suspect
        that he was going to eat it), he will turn into a Doppleganger and attack
        Priest's House:  Candlekeep (x 2970 y 425)
      - Parda
        You can find Parda in the Bunkhouse, but he isn't a Doppleganger.  He tells
        you that he feels something foul afoot, and although we already knew that,
        it shows that not everyone is a complete fool missing the evil right under
        their noses.
        Bunkhouse:  Candlekeep (x 2870 y 2650)
      - Cadderly
        An old friend of Gorion is near the entrance to the central library.  You
        can reminisce about old times if you want.
        Cadderly:  Candlekeep (x 3100 y 2070)
      - Star Sapphire (from Silviu)
        On the second floor of the Candlekeep Inn, there is a lock that is very
        hard to pick.  You'll probably not be able to open it in the Prologue but
        when you come back in chapter 6, you'll be able to do so.  Inside there is
        a Star Saphire (worth 1000 Gp).
    17. Candlekeep Catacombs (AR 2615)                                   [17CNDC]
    Enemies: Dopplegangers, Phase Spiders, Ghasts
    Treasures:  Ring of Fire Resistance
                Tome of Understanding WIS +1
                Cloak of Protection +2
                Manual of Gainful Exercise STR +1
                War Hammer +1
                Wand of Fire
      - You'll appear in a small room, search the bookshelves for spells, then
        leave the room to enter the Catacombs proper.  All treasures in the
        Catacombs are going to be placed in Other, so you may want to go through
        those before you leave the Catacombs.  Oh and there are lots of traps, so
        be careful.
      - Go down the hall to (x 3400 y 1250) where you will be attacked by the
        Phlydia Doppleganger.  The NW and SW passages lead to various treasures,
        the way out is to the NE.
    Subquests: none
      - Treasures
        Ring of Fire Resistence, Tome of Understanding WIS +1 -- (x 3140 y 2121)
        Potions, Bloodstone Amulet, Protection Scroll -- (x 2480 y 1900)
        Cloak of Protection +2, Manual of Gainful Exercise STR +1 -- (x 360 y 875)
        War Hammer +1, Wand of Fire, Gems, Potions -- (x 900 y 500)
    17a. Candlekeep Catacombs 2 (AR 2619)                                [ACNLC2]
    Enemies: Dopplegangers, Skeletons, Greater Dopplegangers
      - Almost immediately you will be attacked by the Dreppin Doppleganger.  You
        may also encounter the Dwarf Arkanis here, he won't turn into a
        Doppleganger and attack you, so you can trust him.
      - Wander up to the NW into the passage and you'll find Elminster and Gorion.
        Now I bet you're thinking that they are Dopplegangers.  Well you are right.
        If you follow them down the passage, they'll all turn into Dopplegangers
        and attack you.
      - Continue down and out the passage.
    Subquests: none
      - Reevor
        You can kill the Reevor Doppleganger here if you want.
        Reevor:  Catacombs 2 (x 4450 y 1075)
      - Parda
        The Parda Doppleganger can also be fought here.
        Parda:  Catacombs 2 (x 3900 y 766)
      - Fuller
        Asking you to lick his boots, you can find the Fuller Doppleganger here
        Fuller:  Catacombs 2 (x 3480 y 375)
      - Karan
        Yep, your tutor was a Doppleganger too.
        Karan:  Catacombs 2 (x 1960 y 1450)
      - Hull
        Hull bemoans the fact that you fed his elixer to a cow.
        Hull:  Catacombs 2 (x 2475 y 1825)
      - Jondalar
        This bugger seems to have built himself a torture chamber.
        Jondalar:  Catacombs 2 (x 3000 y 2150)
    17b. Candlekeep Catacombs 3 (AR 5506)                                [BCNDC3]
    Enemies: Sword Spiders, Phase Spiders, Wraith Spiders, Greater Basilisks,
    Treasures:  Throwing Axe +2 (Prat)
      - Wander a little to the south to find a band of Sarevok's goonies, who will
        attack you.  Be sure to get the letter from Prat's corpse, as it explains
        all of Sarevok's evil schemes.  Convenient.
        Prat--1400 exp, Throwing Axe +2, 5 Spells, 170gp
        Bor--650 exp, Magic Darts, Minor Treasures
        Sakul--1600 exp, 6 Spells, 130 gp
        Tam--1300 exp, Magic Arrows, 1 Spell, Minor Treasures
      - Head in a general southerly direction until you get to the Basilisks lair
        (x 1000 y 2000), and then go down the south passage which goes west.
      - Talk to Diarmid and impersonate Prat.  Pump him for as much information as
        you can get about the Iron Throne's scurvy schemes.  Exit the Cave and
        Chapter 7 should start.
    Subquests: none
    Other: none
    18. Baldur's Gate Revisited                                          [18BLDG]
    Note: Remember to rest in an Inn to get your Special Ability for this chapter.
          Also try to avoid the Flaming Fist as they don't like you anymore.
          After all you did for them.
    Note: If you get arrested by the Fist, talk to Neb to get yourself released.
          The answer to his sequence thing is 33.
    Note: If you get caught by flaming fist but you have Shar-Teel in your group,
          then Angelo will release you. Why? It seems that Shar-Teel is the
          daughter of Angelo!  (from Jones)
    Enemies: Flaming Fist
    Treasures:  Short Sword of Backstabbing +3 (Slythe)
                Dagger +2 Longtooth (Krystin)
                Sling +1 (Krystin)
      - After doing the Full Plate +1 quest (see below) go to the Harbor at
        Baldur's Gate and a peasant will talk to you, mentioning that Sarevok is
        about to become the Grand Duke.  Goodie.
      - Enter the Iron Throne compound, and you'll find Dhanial trying to flee.
        Talk to her and pump her for information on Sarevok's plans.  A little
        further in you'll find Pang who has a little more info on Sarevok.  Go
        upstairs to find yet another dispirited Iron Throne goon, Gregor.  He may
        attack you if you answer him wrong (650 exp, Short Sword +1, 150 gp).  Also
        Tralithan can be found on this level, and yes he has more information on
        Sarevok.  Go upstairs again and talk to Kalessia, who is from the main
        branch of the Iron Throne.  Go upstairs again and talk to Wirthing here.
      - Go up to the last level and talk to Cythandria, and you'll have to fight
        her and two Ogres.  Make sure to get the Diary of Sarevok off her body.
        She also has two letters on her from the assassins of the Grand Dukes.
        Cynthandria--2000 exp, 144gp
      - Go to the N Section of the City and a Flaming Fist named Sorrel will talk
        to you telling you that Angelo is taking over the Flaming Fist, and that
        Duke Eltan has taken sick.  Find a Flaming Fist and get yourself arrested
        (it's faster this way).  You'll be confronted by Angelo in the Flaming Fist
        HQ, and he will reveal that he is under the employ of Sarevok, although
        that hardly seems to matter now.  He may kill one of your party.  You will
        be stuffed into a jail cell.  Talk to Neb a few times until he offers to
        get you out of jail, the answer to his sequence is 33.
      - Go back into the Fist HQ, and go up the stairs (you can fight the battle on
        the main floor if you want, or can't get past it).  Talk to Kent here, who
        says that the healer working on Eltan isn't all that he seems.  Go into the
        next room and talk to the healer, and accuse him of ... whatever.  He'll
        turn into a Greater Doppleganger and attack you.  Talk to Eltan and he'll
        ask to be taken to the Harbormaster's House to recover, and he'll also give
        you a letter and a charge, to find the Assassins Slythe and Kristin before
        they can kill the last two Dukes.
      - Take Eltan to the Harbormaster (x 2650 y 1835) and you'll get 2500 exp.
      - Go back to the Iron Throne building, go inside, and go down into the
        basement.  (The stairs down are in the SE corner of the main floor)
        Dispatch the guard, and search for the door to the sewers.  Now go out the
        exit at (AR 0224, x 100 y 800) to get to the Undercellars.  Walk down into
        the place a bit until you bump into the two assassins.  They'll talk
        amongst themselves for a bit then attack you.  Kill them and take the
        scrolls from off of Slythe, one of them is an Invitation to Sarevok's
        Coronation.  Slythe--5000 exp, Short Sword of Backstabbing +3, Minor
        Treasures Krystin--3000 exp, 7 Spells, Magic Bullets, Dagger +2 Longtooth,
        Sling +1
        Another way into the Undercellar is to go through the back door in the
        Blushing Mermaid. (If you missed the Cloak of Balduran the first time
        through the city, make sure to pick it up now, see NE Section above for
        more details.)
      - Go to the N Section of the city, and to the Ducal Palace (you can't miss
        it).  Talk to the guard there and show him the invitation.  Go inside.
      - The Full Plate +1 Quest (from Silviu)
        When you enter Baldur's Gate in Chapter 7, there is a nice quest that you
        can do and that leads eventually to the best armor in the game, the Full
        Plate Mail +1.  First, you'll have to find Tamoko (Sarevok's lover) near
        the center of this map, by the Sorcerous Sundries.  She will begin to talk
        to you and what is really important in this first encounter is that you
        tell her that you did NOT kill the Iron Throne leaders in Candlekeep,
        otherwise she won't continue the discussion.  After a few exchanges, she'll
        tell you to meet her in front of the Flaming Fist Castle in the SW part of
        the city.  Do so.  There, she'll tell you that Sarevok was not as lucky as
        you in life and that he had no one to guide him.  She'll tell you that he
        is not that evil after all and that Cythandria is the one that has a bad
        influence on him.  She will ask you to remove her and will make you promise
        that when the final battle comes, you will not kill Sarevok, as silly as it
        may seem.  Promise her that.  Then, do the rest of the quests in the city
        until you come in front of Sarevok's house in the Undercity.  There, you'll
        meet Tamoko again and she'll tell you that Sarevok's considers her as a
        traitor now and that she has to kill you to regain his confidence.  You can
        talk her out of it, but fighting her is ultimately the best (and most
        rewarding) solution.  Besides the Flail +1 and Large Shield +1, she also
        carries the very nice Full Plate Mail +1.
          Note: While the Full Plate +1 is the best armor, the best combination of
                armor and other items is the regular Full Plate and a the Ring or
                Cloak of Protection +2.
    19. Ducal Palace (AR 0108)                                           [19THDC]
    Note: When you first enter the palace you get to watch a little movie (Disc 5).
      - Once inside they ask for your invitations again.
      - Go forward just a bit into the next room to watch the Coronation Ceremony.
        Things go well until Sarevok notices you, and then all the nobles turn back
        into Dopplegangers and attack you and the other two Dukes there.  Kill
        the Dopplegangers (don't let the Dukes get killed now!), and then show the
        Duke your evidence against Sarevok.  Sarevok gets mad and decides to
      - Beat Sarevok up until he teleports away.  Belt will then Divine where he
        went and teleport you to the Thieves' Guild.
    20. On the Trail of Sarevok                                          [20NTHT]
    Enemies: Green Slimes, Ochre Jellies, Mustard Jellies, Grey Ooze, Doom Guards,
             Skeleton Warriors, Invisible Stalkers,
      - You'll appear in the Thieves' Guild and they seem a bit put out by all the
        people teleporting into their location.  Ask where Sarevok went and they'll
        point you down the stairs at (x 1050 y 500).  He also mentions that you
        can buy supplies here if you need.
      - You'll find a wounded thief down here who can give you some information on
        what you're facing, the Thieves' Maze.
      - The Thieves' Maze is surprisingly straightforward with little challenge
        (besides the monsters and traps anyway).  Make your way through the maze
        and eventually you will end out at (x 550 y 1180) to talk to one of
        Sarevok's allies whom Sarevok has discarded.  Talk to him then go out the
    21. The Hidden City (AR 0123)                                        [21THHD]
    Note: When you first enter the Hidden City you will be treated to a movie (Disc
          5 still).
    Enemies: Skeletons, Skeleton Warriors, Ghouls, Ghasts, Zombies, Battle Horrors
      - Walk to the west a little bit until you are confronted by Rahvin of the
        Iron Throne.  Say what you will, he'll attack you anyway.
        Gorf--2000 exp, 2 Spells, Minor Treasures
        Haseo--1500 exp, Ring of Protection +1, Long Sword +1, 64gp
        Rahvin--1800 exp, Ring of Protection +1, Magic Arrows, 1 Spell
        Carston--2400 exp, Magic Arrows, Minor Treasures
        Wudei--1200 exp, Studded Leather +1, 14gp
        Shaldrissa--1200 exp, Robe, etc.
      - When you're ready go to the Big Building that is the only non-ruined
        structure here (x 1688 y 1327) and go inside.
      - Here you have to fight a really big (and final) battle.  You needn't kill
        the supporting goons if you don't want, you only have to get rid of
        Once that is done then you have won the game!
        Angelo--9800 exp, Long Bow +1, Magic Arrows, Wand of Lightning
        Tazok--4000 exp, Minor Treasures
        Semaj--3000 exp, Robe, 2 Spells, 85 gp
        Strategy on fighting Sarevok (from Dennis Matheson):
          While in Baldur's Gate I stocked up on as many Monster Summoning II
          scrolls and Potions of Explosions/Oils of Firey Burning as I could find.
          Then, in the final battle with Sarevok I did the following.
          I equipped my main character with Boots of Speed and gave him the
          potions/oils and the Necklace of Missiles.  He walked around the carving
          on the floor until I could just see the corner of the podium that Sarevok
          and his cronies are on. I then started tossing the potions and missiles
          at the podium.  I couldn't see any of them but they kept taking damage.
          It took a *lot* of potions but eventually I killed Angelo, Tazok and
          Semaj without them ever taking a single action against me.  (Apparently
          they just stood there wondering where the explosions were coming from
          until they died.)
          Then, I had Dynaheir cast Monster Summoning II where my main character
          was then had him step forward until Saverok saw him.  After the
          conversation exchange, I had everyone attack Saverok while my main
          character ran out of the way.  The summoned monsters kept Sarevok busy.
          The entire party kept attacking Sarevok with missiles except for Dynaheir
          who kept summoning monsters.  Sarevok died without a single member of my
          party taking a single hit.  I took zero damage in the entire final
    Congratulations on passing Baldur's Gate!
                        Tales of the Sword Coast WALKTHROUGH:            [TLSFTH]
    1. Ulgoth's Beard (AR 1000)                                          [1TSLGT]
    Note: When you first arrive at Ulgoth's Beard a little text blurb appears in
          your window.
    Companions: none
    Enemies: none... yet
      - Ulgoth's Beard is a good starting point for any adventure into the other
        areas in the Tales of the Sword Coast expansion.  Come here before tackling
        Durlag's Tower, for example.
      - Hurgan's Soultaker
        Inside the Ulgoth's Beard Inn is a Dwarf who has a bit of a mission for
        you.  He tells you the sad tale of the end of Durlag Trollkiller, and asks
        that you retrieve an item from the Tower of Durlag, a dagger called the
        Soultaker (which belonged to his grandda).  Agree to help him.  You'll find
        the Soultaker deep within Durlag's Tower.
        Hurgan: Ulgoth's Beard (x 2360 y 535)
      - Shandalar's Quest
        The Mage Shandalar asks that you perform a little retrieval operation for
        him.  Agree to it (if you don't want to be teleported there right now, ask
        for some time to prepare) and he will teleport you to a bizarre ice place.
        He wants you to pick up his cloak which is located somewhere in this
        dungeon.  But beware, there are a great many surly mages in here, who have
        apparantly been trapped here for years.  And they aren't too happy that you
        have a way out!  Check out the Ice Dungeon sub section below for more
        information on it.  Give him the cloak to get your reward: 500 exp.
        Tip: You can pickpocket some potions and spells off Shandalar. (Yamian)
        Or you can try to kill him...
        Shandalar: Ulgoth's Beard (x 1712 y 644)
        Cloak: Ice Dungeon (x 711 y 259)
      - Kill Shandalar!! (from Sir Erik Esoteric)
        After doing the Shandalra's Cloak quest in Ulgoth's Beard, I was quite
        annoyed that I only got 500xp for completing it. I decided reuniting
        him with his daughter's was the better option, and proceeded to attack
        him. I quickly learned that his spells could not be interrupted and
        after losing several times, decided on a new method. Casting haste and
        chant on my party and summoning Holy Might for my main character, I
        beefed up our protections a bit. I positioned my melee characters
        around him and kept my archers/spell casters in the distance (Shandalar
        loves to use lightning bolts). I force attacked him and had my mage begin
        pelting him with magic missiles. The first thing Shandalar will do is cast
        minor globe of invulnerability, but with your improved speed you can hit
        him with 3 sets of magic missiles (as well as any other damage) before the
        globe hits. As soon as the globe is up, cast dispel magic (which also
        eliminates the effects of his second spell, confusion). You will lose all
        of your protections (hence why you shouldn't cast more than the ones I
        listed) on your melee characters, but if your archers and spell casters are
        far enough away they should keep all of their enhancements. Shandalar will
        then target one character with lightning over and over again, so watch his
        health to make sure he doesn't die. The rest is just hacking him to death,
        and keep using magic missiles as Shandalar's protections are now gone.
        After this is all done, you will lose some reputation BUT you will get the
        robe of Neutral Archmagi, 2 potions of Heroism (ironically), many spells,
        and a whopping 26,000xp! By this point of the game, you should have plenty
        of gold to get your reputation back up. I figured it's a much better option
        than taking the 500xp he offers if you talk to him, and you get to keep his
        stupid cloak!
          Tip: Others have sent in their strategies for killing Shandalar as well.
               He sure is popular! They mostly involve using mass magic missiles
               before he gets his defenses up. Brad McClintock suggests using a
               Wand of Paralyzation before attacking.
      - Mendas' Quest
        Some time ago the Merchant's League in Baldur's Gate found a shipwreck
        believed to be that of Balduran himself.  Mendas would very much like to
        get his hands on Balduran's Logbook, but to do so he needs you to get the
        Charts from the Merchant's League's Counting House in Baldur's Gate.  Agree
        to help him.  You'll find the Counting House in the North East Section
        (AR 0300).  Unlock it and go inside.  If you want to get through this
        non-violently, tell the Guard that you are here to clear your debt, and
        that you have Tea and Spices from Kara-Tur.  Go upstairs and talk to the
        captain.  Ask him if there is anything that you can do for him, and he'll
        ask for the hardest liquor from Te'Tranion at the Blushing Mermaid.  Get it
        for him to get the Charts, or just steal them.  Return to Mendas and give
        him the charts.  He will give you 2000 gp, and tell you to meet him at his
        boat.  Go north and west up to the docks and talk to Mendas again, get on
        the ship and go.  You will shipwreck on Werewolves island.  (see that
        section below)
        Mendas: Ulgoth's Beard (x 850 y 1250)
        Charts: Baldur's Gate, North East Section (x 2350 y 3100)
      - Therella's Son Dalton
        Therella has a son who took to the life of adventuring and went to Durlag's
        Tower, and never returned.  His mother, Therella, asks that you find him
        and if possible return him.  After you've rescued Dalton, go back to
        Therella to get your reward: 300gp.  She'll also tell you that Dalton is
        out adventuring again.  Idiot.
        Therella: Ulgoth's Beard (x 1555 y 416)
        Dalton: Durlag's Tower, Underground, Level Six (x 1160 y 470)
      - Ike's Tours
        If you would like a tour of Durlag's Tower (which is completely
        unnecessary, you can go there on your own at any time) you can talk to Ike
        who will set up a tour for you.  It costs 60gp, and you have to get to the
        tower on your own.
        Ike: Ulgoth's Beard (x 2181 y 632)
      - Galken's Runestone
        Inside the Ulgoth's Beard Inn, near the Innkeeper you will find a commoner
        named Galken who will give you a Runestone if you pay his bar tab (900 gp).
        Agree to do so to get the Runestone.  He warns you that someone may be
        after that Rune (which he just may have stolen).   The Rune is important
        for Durlag's Tower.
        Galken: Ulgoth's Beard (x 2360 y 535)
      - Delsvirftanyon's Liquidation Sale
        Delsvirftanyon is selling off everything he has and for the low low price
        of only 500 measely gp you can have his entire inventory!  You mostly get
        some crap, but you do get one Dwarven Runestone (the other Rune he has is a
        Delsvirftanyon: Ulgoth's Beard (x 1573 y 1186)
      - Fenrus
        If you need more information on Durlag's Tower, you can come by the Docks
        and talk to Fenrus.
        Fenrus: Ulgoth's Beard (x 615 y 1322)
      - Dushai
        If you want more information on Balduran's Last Voyage, you can go talk to
        Dushai near the entrance to Ulgoth's Beard.  You will have to bribe her to
        get her to talk, though.  She will only talk to you AFTER you have already
        talked to Mendas.
        Dushai: Ulgoth's Beard (x 2443 y 811)
      - Ring of Free Action (from Master.SoR)
        If you pick pocket the meditating dwarf to the East of Shandalar she has
        a ring of free action!
    1a. The Ice Dungeon (AR 1008, 1009)                                  [ATSCDG]
    Note: Beware of traps here!  There are lots of Fireball traps, and Lightning
    Companions: none
    Enemies: Polar Bears, Winter Wolves, Mountain Bears
    Treasures:  Knave's Robe     ¯¯|
                Wand of Fear       |-- Group One
                Traveller's Robe __|
                Wand of Paralyzation (Group Three)
      - We're here to pick up Shandalar's Cloak since we can't leave until we
        accomplish that.  To get the cloak you have to go all the way through the
        passages, fight off Dezkiel, and take the Cloak. (x 711 y 259)
      - Go up the stairs to get outside then wait to be teleported back to Ulgoth's
    Enemy Wizards:
      - Group One (x 1840 y 1250)
        Andris--6000 exp, Knaves Robe, 2 Spells, Journal, 109gp
        Beyn--1800 exp, Wand of Fear, 66gp
        Marcellus--2000 exp, Travellers Robe, 1 Spell, 81gp
      - Group Two (x 891 y 591)
        Tellan--3000 exp, Darts, 78gp
      - Group Three (x 1312 y 672)
        Cuchol--1800 exp, Wand of Paralyzation, 66gp
      - Group Four (x 1055 y 1114)
        Garan--2000 exp, 4 Spells, 66gp
        Lots of Ankhegs here as well.
      - Final Group (x 711 y 259)
        Dezkiel--1800 exp, Shandalar's Cloak, Scroll, 66gp
      - Winter Wolves
        Each Winter Wolf that you kill here is worth 500 gp back in Nashkel, if you
        need some quick money.
    2. Durlag's Tower (exterior) (AR 0500)                               [2TSDRL]
    Note: When you first approach Durlag's Tower you get to watch a little movie
          about it (on Disc 6).
    Companions: none
    Enemies:  Battle Horrors, Skeletons, Basilisks, Greater Basilisks,
              Doppelgangers, Greater Doppelgangers
      - We need to get inside the tower (x 2700 y 2200).
      - Ike Part 2
        If you hired Ike back in Ulgoth's Beard, you'll find him just past the
        first gate on the way into the tower.  Talk to him, and then follow him.
        Talk to him again on the Drawbridge and then he'll go inside.  Again,
        follow him.
        Ike: Durlag's Tower, Exterior (x 1950 y 3090)
      - Get on the Wall
        You can get up onto the Wall and fight some more Battle Horrors, and some
        Skeletons, if you feel so inclined.
        Entrance: Durlag's Tower, Exterior (x 1500 y 1050)
      - Get on Another Wall
        You can get up the other wall by going up a large staircase to fight, yes
        more Battle Horrors and more Skeletons.
        Stairs: Durlag's Tower, Exterior (x 4100 y 1950)
    2a. Durlag's Tower (interior, above ground)  (AR 0502)               [ATSDTI]
    Note:  Beware of traps while in the Tower!  It's safe to assume that every
           chest that you'll come across will be trapped, and that most passageways
           are as well.  Use your thief's Detect Trap skill wisely!  Also I suggest
           that you don't just use the Quick Save while in Durlag's Tower, have
           several backup saves ready just in case...
    Companions:  none
    Enemies:  Ghasts
    Treasures:  Staff Spear +2   ¯¯|
                Leather Armor +?   |-- Nymph's Hair
                Short Sword +?   __|
                Robe of Electrical Resistance ¯¯|
                Cloak of Protection +1          |
                Darts of Wounding               |
                Darts of Stunning               |-- Treasures (in Other below)
                Halberd +1                      |
                20 Acid Arrows                  |
                Scimitar +2                   __|
      Entry Level (AR 0502):  Not much to do here.  Ike is at (x 565 y 649) if you
                hired him.  Be advised that there is a trap at (x 473 y 356).
                There are two separate sets of stairs here.  The central stairs
                goes up and down, and the other set of stairs only goes up.  Go up
                either one.
                  Note:  If you hired Ike, talk to him several times until you get
                         a conversation option.  Buy the token from him (doesn't
                         matter how much you pay, you'll get it back), and a Demon
                         will appear and start shooting Fireballs.
                         So it would be wise to talk to Ike with only ONE of your
                         party, have the others hide.  Then try to dodge the
                         fireballs.  Oh, and you can't kill the demon yet, so don't
                         bother trying.
      Second Level (AR 0503):  There are some minor treasures here, as well as some
                Ghasts and lots of traps.  Again there is more than one way to go
                up, pick one and go up the stairs.  The chest in the south room is
                trapped.  Also note that there is a way to the balcony outside at
                (x 1010 y 770).  If you want to go out there, be careful as there
                are a lot of Basilisks out there (1 Lesser Basilisk and 3 Greater
                Basilisks but they give good EXP, and there are some good items on
                the top balcony (see Other below) so...).
      Third Level (AR 0504):  Here you can talk to Riggilo (see the Nymph's Hair
                subquest below), a fellow adventurer, if a bit of a jerk.  You can
                also take the Southern Passage here to find a Ghost  (see Ghost
                down in the Other section).  Also don't forget to pick up the Tome
                of Understanding (x 1350 y 125) before going up to the next level.
                Be advised that this Tome is trapped by a Dire Charm Spell so send
                only one character to get the book and after, dispel the Dire Charm
                Spell (unless not charmed).  There are also two trap on this level
                which are at (x 479 y 786) and (x 1314 y 698).
      Fourth Level (AR 0505):  There are some good treasures here, as well as
                Kirinhale the Nymph (see Nymph's Hair in subquests, as well as
                Treasures in Other).  There is a trap at (x 1218 y 487).
      - Nymph's Hair -- Levels 3 and 4
        In the tower on level 3 you will come across a jerk named Riggilo.  Don't
        kill him.  On level 4, you'll find a Nymph named Kirinhale at
        (x 239 y 357), agree to help her out, and she gives you a lock of Nymph
        Hair.  Go back to Riggilo and give him the hair.  If he doesn't trust you,
        tell him that you don't want a "Dagger in my back", and he'll trade you a
        Potion of Storm Giant Strength for it.  Finally go back to the Nymph and
        get your reward: 4000 exp.  Also Riggilo is now trapped in the tower for
        eternity.  It's win-win!  If you want, go back and talk to Riggilo again,
        and he will get upset and attack you.  Kill him for 1400 more exp, and some
        minor treasures.
        A bizarre bug hit me here, each time I went to Level 4, it was like I had
        never been there before.  In other words, I could complete this subquest as
        many times as I liked!!  See the Strange Things section for more info on
        this and other bugs.  If you instead killed Kirinhale you get 3000 exp, a
        Staff Spear +2, and a Lock of Hair.
        Riggilo:  Durlag's Tower, Above Ground, Level 3 (AR 0504, x 1350 y 600)
        Kirinhale:  Durlag's Tower, Above Ground, Level 4 (AR 0505, x 220 y 360)
      - Free money -- Entrance Level
        4 gp:  Entrance Level (AR 0502, x 285 y 557)
        2 gp:  Entrance Level (AR 0502, x 845 y 847)
      - Treasures on top balcony
        Here you can find 104 gp, 20 acid arrows and a Scimitar +2.  Be careful
        though, it is trapped (fireball).
        Treasures:  Top of Tower (AR 0500, x 2305 y 570)
      - Free Black Opal -- Level 2, Above Ground
        Black Opal:  Durlag's Tower, Above Ground, Level 2 (AR 0503, x 624 y 99)
      - Free money -- Level 2, Above Ground
        7 gp:  Durlag's Tower, Above Ground, Level 2 (AR 0503, x 163 y 170)
        6 gp:  Durlag's Tower, Above Ground, Level 2 (AR 0503, x 775 y 135)
      - Ghost -- Level 3, Above Ground
        In the southern passage on level three you will find a ghost who mistakes
        you for Durlag.  Say what you will to him, for no matter what you say, he
        will attack you.  Also note that the Chest by the ghost is trapped.
        Ghost:  Durlag's Tower, Above Ground, Level 3 (AR 0504, x 413 y 846)
      - A free Healing Potion -- Level 3, Above Ground
        Healing Potion:  Durlag's Tower, Above Ground, Level 3
                         (AR 0504, x 947 y 125)
      - Free money -- Level 3, Above Ground
        17 gp:  Durlag's Tower, Above Ground, Level 3 (AR 0504, x 222 y 283)
        63 gp:  Durlag's Tower, Above Ground, Level 3 (AR 0504, x 592 y 796)
      - Treasures -- Level 4
        Robe of Electrical Resistance and Cloak of Protection +1 at
        (AR 0505, x 550 y 750), Darts of Wounding and Darts of Stunning at
        (AR 0505, x 1217 y 487) and Halberd +1 at (AR 0505, x 400 y 100)
        Treasures:  Durlag's Tower, Above Ground, Level 4
      - Free Moonstone Gem
        Moonstone Gem:  Durlag's Tower, Above Ground, Level 4
                        (AR 0505, x 674 y 111)
    2b. Durlag's Tower (interior, UnderGround) (AR 0511, 0512, 0513)     [BTSIND]
    Note:  To get underground, go back to the level where we entered the tower, and
           take the stairs that go down in the center of the chamber.  Beware of
           traps while down here!  It's safe to assume that every chest that you
           open is trapped, and that most passageways are trapped as well.  Use
           your thief's Detect Trap skill wisely!  Also I suggest that you don't
           just use the Quick Save while in Durlag's Tower, have several backup
           saves ready just in case...
    Companions:  none
    Enemies:  Ghasts, Ghouls, Greater Dopplegangers, Skeletal Warriors, Mustard
              Jellies, Skeletons, Flesh Golems, Zombies, 4 Dwarven Doom Guard,
              Greater Ghouls, 3 Ashirukurus, Crypt Crawlers, Helmed Horrors,
    Treasures:  Ring of Protection +1 (Entry Level Treasures)
                Leather Armor +1 (Entry Level Treasures)
                Two Handed Sword +1 (Second Level Treasures)
                Small Shield +1 (Second Level, Second Riddle)
                Plate Mail +3 (Second Level Treasures)
                Kiel's Helmet (Third Level, Throne Room)
                Kiel's Morningstar, CURSED (Third Level Treasures)
                Kiel's Buckler +1 Dex (Third Level Treasures)
                Bala's Axe (Fourth Level, Hedge Maze)
                Two Handed Sword +3 (Fourth Level, Chess Board)
                Long Sword +1 Flametongue (Fifth Level)
                Staff of Striking (Fifth Level)
                Cloak of the Shield (Fifth Level, by Clair De'Laine)
                Mace +2          ¯¯|
                Leather Armor +3   |__ Fifth Level Treasures
                Large Shield +2    |
                Sling +3         __|
                Large Shield +1 (Sixth Level on the Demonknight himself)
      Level 1 Underground (AR 0501):  Talk to Bayard here (x 637 y 520) to find out
                about the rest of Durlag's Tower.  If you came in search of Dalton
                (see Ulgoth's Beard above), then you can also ask him about that.
                When done, he'll vanish forever.  You can pick up some treasures
                here.  There are some traps here: (x 297 y 427) and (x 599 y 591)
                and 3 near (x 1174 y 393).  There is a secret door at (x 473
                y 158).
                When done, go through the secret passage at (x 470 y 160).
      Level 2 Underground (AR 0511):  There is a fireball trap just past the door
                here.  Lots of treasures here (magic arrows, money and others) and
                too numerous to give coordinates of each of them so be thorough.
                Go South and West until you reach the 4 Dwarf Warders near
                (x 2010 y 1150).  Talk to each of them.  They all have a little
                riddle for you to solve, and they aren't all that difficult, if you
                know what you are doing.  There are also quite a large number of
                trapped chests with various assortments of goodies here (like Magic
                Arrows, and Spells and such).  There is also a lot of hidden doors
                on this Level so keep your Thief's Detect Trap Skill on at all
                 The Four Dwarven Warders Puzzle:
                     As you complete each puzzle (you'll know when you do),
                     you can go back to the Warder, and talk to the one that asked
                     the riddle you've just finished.  He'll then disappear and
                     you'll get 2000 exp (you'll get 2000 exp for each riddle you
                     Drop down to the round library (x 250 y 1500), and click on
                     all of the books.  After that is done, you will hear a click.
                     Go into the room across the hall to see Durlag's Pride (Sword)
                     at (x 1004 y 1417) being raised in Glory (or something like
                     Wander over to the treasury, fight off its Skeletal Guardians
                     (x 1660 y 2100) and search the piles for a Big Blue Gem
                     (called a Glittering Beljuril Gemstone) and an Oddly Shaped
                     Key.  There are some other treasures here, like a Small
                     Shield +1.  Now go south west into the bed chamber, and open
                     up the chest at (x 1409 y 2260), which had been locked.  Open
                     the thing up and take the Switch for an Engine and whatever
                     treasures that you want.
                     Now go into the little closet (x 930 y 2200), and pick up the
                     Grapes, and any other treasures you want (Note:  don't forget
                     that other chest in the bedchamber! see Second Level Treasures
                     below for what's inside).
                     Go up a little ways into a room with a giant machine
                     (x 2095 y 1525), and go up the ramp on its side, and on the
                     wall use your new switch.  Now go up into the next room, and
                     use the Giant Wine Press (x 2869 y 1450) to make and fill a
                     bottle of Magic Wine (don't drink it).
                     Run up to well... another library (x 3400 y 850) and fight
                     your way through the Greater Dopplegangers.  On one of the
                     shelves you will find a Mallet Head.
                     Go back to the 4 Dwarf Warders, and in a barrel just
                     to the south west of them (x 1530 y 1235) you will find
                     the Mallet Handle.  Go up to the forge room (x 1628 y 222)
                     and use the Anvil there to repair the Mallet.  Now head
                     south and west to get to the Gong Room (x 403 y 1096).
                     Click on the Gong.
                     Go back and talk to the Dwarves, they will attack you,
                     and you must kill them.  Search their bodies to get a
                     Rune Stone to go to the next level.
                    Use the Elevator thing to go to Level 3.
      Level 3 Underground (AR 0512):  This level is my least favorite of the whole
                    Tower.  Ugh.  Lots of treasures here (magic arrows, money and
                    others) and too numerous to give coordinates of each of them so
                    be thorough.  There is also a lot of hidden doors, and traps,
                    on this Level so keep your Thief's Detect Trap Skill on at all
                    times.  Finally, if you attempt to rest, you'll be attacked by
                    a Greater Doppleganger that takes the forms of Durlag, Islanne
                    and Kiel.
                    Go Southwest into the room with all the weird Gargoyle Statues,
                    and two of them are Clickable.  By all means, click them (x 952
                    y 1287) and (x 1075 y 1404).
                    Now go back to the center, and from there go south and east
                    into the bedroom, and take the Runes at (x 1675 y 1300),
                    (x 1820 y 1080) and (x 1925 y 1170).  This causes Durlag to
                    appear, he mutters some craziness, then turns into a Greater
                    Doppleganger that you must destroy.
                    Now go back out, and back to the Center.  Now the North West
                    door is open.  Go up that way and whack the Sparring Dummies.
                    When you do, Durlag appears again, and makes even less sense
                    this time.  Again he turns into a Greater Doppleganger.
                    Return to the Center again, and this time we can go North-East
                    and into the Throne Room.  Go up and take the Helmet by the
                    Throne (x 2100 y 540), and again Durlag will appear.  This
                    time, however, he explodes into three seperate Greater
                    Dopplegangers, and this battle is quite fun.  Ugh.
                    Douglas D. sent me this:
                      "A little note on dealing with the throne-room dopplegangers
                      in Durlag's Tower that has worked for me.  My main character
                      had the boots of speed at this point in the game (or use a
                      haste spell from one of the scrolls in the SE room).  I had
                      him (a paladin) run up and grab the helm and race back to the
                      entrance, keeping the rest of the party in the entrance room
                      to that level.  Everytime I ran back with the helm, the door
                      to the throne room would close after Durlag gives his crazy
                      speech.  After that, the dopplegangers would cast their
                      cloudkill/stinking cloud spells and soften themselves up.
                      "After the spells disapated, I attacked the appropriate dummy
                      in the NW room, opened the door back up, and took out the
                      dopplegangers without too much trouble."
                    Go into the North West passage (you can go into the South East
                    one as well, but I like the NW one).  Be very careful of traps
                    as there are about 8 or so in here.  There is also a potion on
                    the ground, don't drink it.  Once you go into the next room,
                    you will have to start fighting various members of Durlag's
                    family which are really Greater doppelgangers in disguise,
                    Islanne, Kiel, Fuernabol, and Durlag.  They aren't as tough as
                    you might think.
                    In this room get the Teleportation Rune from a pot (x 865
                    y 700) once you have it, weird runes will appear on the ground.
                    Click on them to teleport to the other side of the room.
                    Go into the next room (x 392 y 1047) and disarm all the traps.
                    Every one of the treasures on the walls is trapped with
                    lightning and each contains a Potion of Healing.  Go South-East
                    through the door and into the little room here.  Search the
                    giant Statue (x 725 y 1165) to get the Exit Rune for this level
                    then quickly exit this room since the statue will soon after
                    start launching a couple of Cloudkill Spells.
                    Now go through the passage to the South West, of course you
                    have learned to check for traps, as there are fireball traps
                    down here as well as some Ghasts.  Go down to the room with the
                    Stairs, but DON'T go down these stairs since they are trapped
                    and fake (x 1034 y 1868).  If you do click on them, not only
                    will you stay on this level but a Stinking Cloud Spell will be
                    launched at the middle of the stairs (where your party is) and
                    some Skeleton Warriors will appear (pretty tough fight). If you
                    want go into the next room and search for treasures, it is
                    covered down in Other.  To kill the 4 Dwarven Doom Guards
                    there, entangle them all with the spell of the same name
                    (although it is almost certain that you'll need more than 2
                    Entangle Spells to entangle them all).  After that, start
                    launching Fireballs or Magic Missiles at them (preferably with
                    a wand) since they can endure a couple of these to kill them.
                    Be advised that if you decide to search the chest at the feet
                    of the bed, they'll attack you (that is why we kill them before
                    doing this since they are guarding it).  You can also explore
                    the rest of the level (the other path) if you wish.  There is a
                    secret door to the South that opens with the Rune stone
                    containing the real stairs that lead out of this level.  Go
                    south and down these stairs (x 1044 y 2279).
      Level 4 Underground (AR 0513):  The first thing you'll notice when you open
                    the door is that Fireballs are being constantly fired in this
                    room.  There are some treasures in this room (Magic Darts,
                    Potions, etc...) at (x 3094 y 1243) and (x 3176 y 1135) and
                    (x 3227 y 2039) and (x 3272 y 1253).  To get them, you'll have
                    to cast Haste or equip one of your characters with Boots of
                    Speed (so that he can get away from the constantly shooting
                    Fireballs and not get fried).  You'll need multiple passes to
                    get all the treasures from all 4 locations.  Once you got what
                    you wanted, head into the North-West room.
                    In there, a skeleton (x 2365 y 632) will talk to you explaining
                    what you'll need to do to be able to get out of this room.
                    Basically, you can get your own little Hero Army by touching
                    the statues there.  Do so, and you will get 5 Dire Charmed
                    "Heroes", although since some of them are monsters, it's not
                    very heroic.  You can use them to fight off the Greater Wyverns
                    in here (use them as cannon fodder while the real firepower
                    comes from all of your characters equipped with ranged weapons.
                    And like all Dire Charmed creatures, they will eventually turn
                    on you (so once all 3 Greater Wyverns are dead, kill the
                    "Heroes".  One of these "Heroes" has a Full Plate. In the
                    bottom left of this room is the exit.
                    Follow the tunnel but do not enter in any cavern yet.  Instead,
                    get to a room with the large masks.  Click on each of them to
                    know what is to do.  At this point, you can either go into the
                    4 caverns and kill the "Special" Monster or explore the rest of
                    the level.  There are 2 rooms to the north. The one to your
                    left has various round platforms and skeleton archers. There
                    are a lot of them, they aren't worth much xp, and don't have
                    any good treasures. Skip. The garden room at the East of the
                    map contains Kala's Axe (careful, it's trapped) and also 3
                    Ashirukurus (Invisible backstabbing Sirines).  Once you're done
                    exploring, head back to the room with the masks.
                    There are now Four Tunnels each to the southwest, for
                    simplicity let's number them, the bottom-most being 1 the
                    topmost being 4.  Enter each tunnel and kill every Special
                    Monsters that are inside.  Once you kill the fourth special
                    Monster, you'll be automatically teleported out to a giant
                    chess board.
                    Tunnel 1:  There are 2 or 3 Phoenix Guards in here.  If you've
                               never fought these before, when you kill them, they
                               explode into a Fireball.  Kill them with ranged
                               weapons, or use fire resistance. If you don't have
                               either, make sure they die separately. Make sure
                               that they are actually dead before continuing, as
                               they can return from death.
                    Tunnel 2:  In this room you will find an Air Aspect (it looks
                               an awful lot like a Baby Wyvern but much faster) and
                               3 Invisible Stalkers.
                    Tunnel 3:  Here you will find a Fission Slime.  You must kill
                               it with Fire.  Any other method, and the Slime will
                               divide and you'll have 2 to kill.
                    Tunnel 4:  In this room are 4 winter wolves, and a Polar Bear
                               named Kaldran The Bear (if you want to gather their
                               pelts to sell in Nashkel, don't do this room last,
                               do tunnel 3 last).
                    You are now on a giant chess board.  There are some vague rules
                    to follow here, but I wouldn't worry too much about them.
                    Launch your most powerful magics (such as oh... Fireball) to
                    take out the pawns, then lay into the more powerful enemies
                    with your fighters and archers.  Be sure to check the treasures
                    when you win to get the Two Handed Sword +3 on the King.
                    Go through the north east door to get to the fifth level.
      Level 5 Underground (AR 0514):  Walk a little south and east, ignore the
                    door to the southwest, and talk to Durlag, but this time he
                    doesn't turn into anything and doesn't try to kill you.  He
                    instead merely offers some advice.  How nice.
                    Continue past him up the passage.  You will notice a secret
                    door on the right (x 3293 y 1393), go into it and into a very
                    large green area.  There are lots of secret passages here, and
                    be quick when walking on the green puddles, as they are acidic
                    and hurt you.  There are lots of little treasures along the way
                    in the small puddles that are connected to the walls and in the
                    packs of mushrooms growing on the floor.  Some decent potions,
                    but otherwise not that significant. Make your way west, through
                    a secret wall to (x 674 y 3152) and kill Grael there.  Search
                    the mushrooms by the wall to get the Compass Rune.
                    Now go up to (x 4000 y 2680) and through this secret passage.
                    In the chest at (x 4281 y 2200) you will find the Long Sword +1
                    Flametongue and a Staff of Striking, two very good weapons.  Go
                    around the passage to the North and West to (x 3785 y 1862).
                    There are a LOT of gems here.  Click on the throne (x 3805
                    y 1851) to be teleported to a strange room with statues.  Talk
                    to the North East statue, the answer is the Third option.  You
                    can also talk to the other statues in this room if you wish
                    (they give you the clues to be able to answer the riddle of the
                    North East statue).
                    You will be back at the beginning of the level near Durlag's
                    Ghost.  Go back up the same passage, but instead of going down
                    the secret passage, continue forward.  You will find the Ghost
                    of Islanne near (x 3866 y 749), and turn her offer down for now
                    (unless you want to leave Durlag's Tower and have to come all
                    the way back).  Open the door to the northwest first, kill
                    the Helmed Horrors. Search the room for the Bone Warstone.
                    Open the door to the South West, and go through it.  You are
                    now in a large chamber.  Avoid the Runes on the ground as they
                    will shoot spells at you.  Continue down the hall into the
                    room with the machine (x 2109 y 749) and use it (it will take
                    the Bone Wardstone) to deactivate the traps on the previous
                    Go back to the runed room. Be sure to pick up the treasures
                    (see Level 5 Underground Treasures in the Other Section).  When
                    you are ready, click on the stretched leather (looks like a
                    bed) at (x 2500 y 700).  Talk to the topmost statue, this time
                    it is the first answer.  You can also talk to the other statues
                    in this room if you wish (again, they give you the clues to be
                    able to answer the riddle of the topmost statue).
                    Again you are back at the start of the level.  Now go through
                    the door which is just to the South West of Durlag's Ghost.  Go
                    down the passage to a large room filled with Spiders and
                    Ettercaps.  From there go to the statue at (x 1860 y 830), and
                    click on it.  He asks you several of these possible questions:
                      Who is Durlag's eldest son?        Kiel
                      Who was Durlag's younger son?      Fuernebol
                      What was Durlag's nickname?        Trollkiller
                      What name was Bolher known?        Thunderaxe
                      Who was the 'mother of the sons'?  Islanne
                    You will be teleported to another room with some statues, and
                    again you talk to the top one.  Tell him the third answer.  You
                    can also talk to the other statues in this room if you wish
                    (they give you the clues to be able to answer the riddle of the
                    topmost statue).
                    And for the last time you are teleported back.  Talk to
                    Durlag's Ghost, and tell him that you will fight the Evil.  He
                    will then walk up the passageway, follow him.  He opens up the
                    South-East passage by Islanne, go through that and open the
                    door.  Here you meet up with Clair De'Laine who was with
                    Dalton's party, who are all now dead except for her, the
                    Demonknight having killed them all.  She will tell you a way to
                    beat the Demon easily, having to do with a special mirror, if
                    you listen.  There is a treasure chest here (trapped, as usual)
                    with a Cloak of the Shield in it.  When you're ready, go down
                    the stairs.
      Level 6 Underground (AR 0506):  In the center of the room is the Demonknight.
                    Kill him to get 15000 exp, a Large Shield +1, and the
                    Soultaker.  Here, you have two options:  killing the
                    Demonknight the old fashioned way or attacking the mirror that
                    he's standing by.  Attacking the mirror will cause the
                    summoning of some creatures that will attack everyone in the
                    room (including the Demon Knight).  If the summoned creatures
                    kill him (which happens 100% of the time unless you kill them
                    first)), you will not get the 15000 exp and you will have to
                    then dispose of them (although they are easier to kill
                    individually than the Demonknight is for a low level party).
                    Don't go too crazy buffing your party before attacking, his
                    first tactic is to cast dispel magic on you.
                    Once beaten, talk to Dalton (x 1160 y 470) on the east side,
                    who will run off.
      The easiest way out is to take Islanne up on her teleportation offer.  Then
      you want to return to Ulgoth's Beard to return the Soultaker to Hurgan and
      talk with Dalton's mother (Therella) to get your reward (see Ulgoth Beard
      Section above).
    Subquests:  none
      - Entry Level Treasures
        Ring of Protection +1 and Star Saphire Gem and 560 gp at
        (AR 0501, x 1150 y 415) and Leather Armor +1 at (AR 0501, x 815 y 370)
      - Free Sunstone Gem and Turquiose Gem
        Sunstone and Turquiose Gem:  Durlag's Tower, Level 1, Underground
                                     (AR 0501, x 199 y 414)
      - Free money
        97 gp: Durlag's Tower, Level 1, Underground (AR 0501, x 736 y 337)
      - Level 2 Underground Treasures
        Two Handed Sword +1 and Helmet and Tchazar Gem (Skeletal Warrior) at
        (x 500 y 1775), Plate Mail +3 and Spells and Potions and Arrows at
        (x 1050 y 2290), Cloudkill Spell and Bolts and Books at (x 3480 y 1220),
        Wand of Monster Summoning and some potions (x 1484 y 1224).
      - Level 3 Underground Treasures
        Adventurer's Robe and 4 Spells and Darts and 331gp at (x 1710 y 1155),
        Kiel's Morningstar (CURSED) and Kiel's Buckler +1 Dex and 432gp at
        (x 1390 y 2112) potions and gold (x 2000, y 1390)
      - Level 5 Underground Treasures
        Mace +2 and Leather Armor +3 and 200gp and 2 gems (TRAPPED) at
        (x 3000 y 700), Large Shield +2 and Sling +3 and 5000gp and 3 gems
        (TRAPPED) at (x 2650 y 550)
    2c. Ulgoth's Beard Revisited (Or the Soultaker and The Aec'Letec)    [CUBRSA]
    Treasures:  War Hammer +1, +4 vs. Giants (Hurgan's Reward)
      - When you first re-arrive in Ulgoth's Beard you will be confronted by a Cult
        Leader, who steals your Soultaker.  Plus you will then be attacked by a
        bunch of raving lunatic cultists Archers and Warriors who look
        like Flaming Fist.
      - Go to the Inn and talk to Hurgan about the Soultaker.  He'll inform you
        that the Cult worships a demon, and some other stuff about his granda and
        Durgan.  The gist of it is that you have to find the cultists since the
        Soultaker contains the Demon.
      - Wander up to (x 1275 y 655) and talk to the Cult Guard there.  You cannot
        bribe him so don't bother trying.  Just hack your way through him.  He
        will, of course, summon more guards to help out.  Go inside the Building
        that he was guarding.
      - In here you will find a Cult Wizard, two Cult Assasins, and a Cult Archer.
        They'll talk to you, and I chose to fight the pants off of them.  He also
        tells you that you are too late, and that the Demon will already be free
        by the time you get there.  Go down the stairs (save first!).
          Note:  Aec'Letec attacks almost entirely with magic. Potions of Magic
                 Blocking and similar will greatly reduce his abilities to harm
      - Again a cultist will talk to you telling you that you are too late.  Kill
        the woman magic user first then the cultists (if you kill Aec'Letec while
        any of them are still alive, he will regenerate completely from their form
        which means that you would have to fight him again!).  When he dies you get
        16000 exp.
          Note:  I've heard that Aec'Letec is particularly weak against Cloudkills.
      - Finally go back and talk to Hurgan and ask for your reward to get his War
        Hammer +1, +4 vs. Giants.
    3. Werewolves Island (AR 2000)                                       [3TSWWI]
    Note:  To get to the Werewolves' Island you talk to Mendas back in Ulgoth's
           Beard. He sends you to Baldur's Gate's Counting House Inn to retrieve
           the Sea Charts first. See the Ulgoth's Beard section above for more
    Companions:  none
    Enemies:  Brown Bears
      - Talk to Solianna (x 4440 y 3375) and pump her for information about the
        island.  She'll tell you that they arrived here the same way you did, boat
        crashing, and that there are "beasties" about.  Based on the name of the
        Island, I'm sure you can guess what those might be.  She also mentions that
        they may still have a ship around somewhere.  Which you may want, unless
        you plan on staying here.
      - Wander up into the village.  Don't worry, you can't miss it.  If you try to
        talk to anyone, they'll tell you to talk to Kaishas, the Headwoman.
      - You will find the Headwoman (Kaishas) a little to the north (x 3268
        y 1250) in the first building in the village.  Go inside and talk to her.
        Mention Mendas as hired you, and she'll perk up a bit.  Try to get
        information on the shipwreck.  She says that they are building a new ship,
        but they need you to get rid of the Werewolves so that they can finish the
        ship.  You can't get any money for this, but you can get off the island.
      - When you want to leave the village, go out the hole in the wall at
        (x 2500 y 670), and from there north to the next area.
      - Maralee's Son
        Maralee's Son was kidnapped by the Werewolves.  Agree to find him and bring
        him back if he is alive.  His name is Peladan.  You'll find Peladan on the
        Fourth Level of the Shipwreck.  Return him to Maralee to get your reward:
        4000 xp.
        Maralee:  Werewolves' Island Village (x 3623 y 1471)
        Peladan:  Shipwreck, Level Four (on Karoug)
      - Durlyle's (or Delainy's) Cloak
        Just west of Kaishas's hut you'll find Durlyle (or Delainy). Talk to
        Durlyle and he'll tell you that during a storm, an important symbol of the
        people's past was taken from them, a cloak.  He asks you to retrieve it.
        You will find the Holy Cloak in Dradeel's hut (which is covered in the
        next section), but you can't really take it until you return Dradeel's
        spell book to him.  You don't get anything when you return it to Durlyle,
        except some stories.  (On a side note "Durlyle's" identity depends on your
        main character's sex, if you are female then Durlyle is a male, if you are
        a male then Durlyle becomes Delainy, a female)
        Durlyle:  Werewolves' Island Village (x 2525 y 1234)
        Cloak:  Werewolve's North (x 4200 y 1600)
      - Minor Treasures
        You can find some treasures in the large building at (x 2000 y 3300).
        There are some healing potions, pearls, etc.
      - Lahl
        Lahl's Wife was killed by Werewolves, and he asks you to avenge him.  By
        which he means for you to kill every Werewolf that you can.
        Lahl:  Werewolves' Island Village (x 2638 y 1016)
      - Farthing's Dolly
        You'll meet a little girl who had her little dolly stolen by a werewolf.
        Being a protector of the innocents and hero, you agree to bring her back
        her dolly.  You'll find her dolly on Palin (a Werewolf in disguise who'll
        lead you into a trap) on the next map. Return her dolly for 1400 xp.
        Farthing:  Werewolves' Island Village (x 2127 y 2244)
        Palin:  Werewolves' Island North (AR 1500, x 1635 y 3240)
      - Evalt, the Witch and Evan
        Here you'll meet Evalt who'll explain to you that is brother, Evan, was
        captured by a Witch and asks you to bring him back to the village.  In
        fact, the Witch is a Sirine Queen who wanted to mate with him but
        discovered that he was not a man (you'll read why below) and killed him.
        Now, we can't accept that can we?  Find her, kill her then bring the body
        of Evan back to Evalt for 900 xp.
        Evalt:  Werewolves' Island Village (x 2230 y 2683)
        Sirine Queen:  Werewolves' Island North (AR 1500, x 200 y 1216)
      - Jorin
        If you talk to the soldier just outside the gate, you can ask him for
        tips on fighting the wolves.
        Jorin:  Werewolves' Island Village (x 2447 y 1941)
      - Belladonna Flowers
        You can pick yourself some of the Belladonna flowers at (x 1694 y 200) or
        (x 963 y 213).  Durlyle (or Delainy) will ask for them later (once you
        bring back the cloak).
    3a. Werewolves' Island North (AR 1500)                               [ATSWIN]
    Companions:  none
    Enemies:  Wolfweres (can only be damaged by magic weapons), Dread Wolves, Cave
              Bears, Dire Wolves, Black Bears, Brown Bears, Wolves
      - Go north and up to a building at (x 4185 y 1607), go inside and talk to the
        Mage Dradeel inside.  He was part of the original party with Balduran, and
        witnessed the birth of the monsters.  He has a lot to say.  Agree to help
        him.  For your help, he will give you the Wolfsbane Amulet, and tell you to
        fetch his Spellbook from the shipwreck.
      - The entrance to the Shipwreck is at (x 3652 y 1057)
    Treasures:  Wolfsbane Amulet (Dradeel)
                Staff Mace (Dradeel's Treasures)
      - Palin
        You will encounter a man named Palin in the southern part of this area.  He
        tells you that a small group of people are being attacked by monsters to
        the east.  Go with him, and you will be ambushed by Wolfweres.  Turns out
        Palin is one of them.  He is also carrying Farthing's dolly (see Other
        Section in Werewolves Island above).
        Palin:  Werewolves' Island North (x 1635 y 3240)
      - Kryla and Jondal
        A woman named Kryla will approach you near the center of the area, and ask
        for your help in getting vengeance for the death of her son Jondal.  And,
        you guessed it, she's a wolfwere too.
        Kryla:  Werewolves' Island North (x 3630 y 2050)
      - Meym
        Another Wolfwere (in human disguise) can be found here.
        Meym:  Werewolves' Island North (x 767 y 2361).
      - Dradeel's Treasures
        Once Dradeel has his spellbook and has teleported away, you can loot his
        little room.  You can get:  Holy Cloak, Staff Mace, 210gp, Plant, and
        Dradeel's Cook Book.
      - Sirine Queen and 4 Sirines
        The Sirine Queen can be found here (see Other Section in Werewolves Island
        above).  She'll also summon 4 Sirines near the water to help her out (if
        you decide to fight her).  I suggest you lure her inland so you can fight
        her alone, then go pick her summoned friends afterward (near the water).
        Sirine Queen:  Werewolves' Island North (x 200 y 1216).
    3b. Shipwreck (AR 1501, 1502, 1503, 1504)                            [BSHPWR]
    Note:  Here, it's safe to assume that every chest, barrels and other
           searchables are trapped (also some floor traps) so use your Thief
           wisely.  Also, I suggest that you clean out the first level of the ship
           on enemies, search it, cast any appropriate magic to help your party in
           a dangerous battle then head directly to the fourth level.  You can
           easily get there without sustaining any damage since all the stairs are
           close together.  Once the Fourth level has been sanitized, go down and
           do the same for each level. (if you're playing in Tutu or BGT, don't do
           this, the enemies will all follow you up)
    Companions:  none
    Enemies:  Dire Wolves, Dread Wolves, Wargs, Vampiric Wolves, Wolfweres,
    Treasures:  Werebane, Silver Dagger +1 (Level 2 Treasures)
                Cloak of Protection +1 (Head Wolfwere)
                Shield Amulet (Head Wolfwere)
                Sword of Balduran (Balduran's Office)
      - You will be in the bottom of the ship.  There will be a lot of monsters
        down here.  Go up the ladder.
      - More monsters here, as well as some treasures (see Level 2 Treasures
        below).  Go up the next ladder.
      - There's one trapped box here with some minor treasures in it.  Go up the
      - On this level is the Head Wolfwere.  Talk to him and then later kill him.
        You also have to fight off a lot of monsters here.  Greater Wolfweres
        require a +3 weapon or better to hit. You can pick up Dradeel's Spellbook
        at (x 450 y 270), but be careful of traps.  Check the body of the Head
        Wolfwere for a Cloak of Protection +1, a Shield Amulet and also search the
        body of Karoug to find Peladan (see Other Section in Werewolves Island
      - Go into Balduran's Office, be careful of the traps, and take the three
        things in his desk:  Sword of Balduran, Log Book of Balduran, and the
        Butterknife of Balduran (AR 1504, x 581 y 201).  You can find Dradeel's
        Spellbook at (AR 1504, x 436 y 266).
      - Return to Dradeel and give him the spell book and he teleports away.  You
        get 5000 exp.
      - Maralee's Son
        You will find Peladan on the body of Karoug (see Other Section in
        Werewolves Island above).
      - Level 1 Treasures
        Wand of Magic Missiles, 320gp, 10 Magic Darts +1
        Treasures:  Level 1 Shipwreck (AR 1501, x 689 y 289)
        Also (from Aaron McConnell)
        Wand of Ice, Potion of Storm Giant Strength (STR of 24), 10 Darts of
        wounding, 5 Potions of Healing, Potion of Master Thievery at (x 210 y 506)
      - Level 2 Treasures
        Werebane, 423gp (TRAPPED!) at (AR 1502, x 685 y 182)
        Wand of Lightning, Oil of Speed (TRAPPED!) at (AR 1502, x 288 y 372)
        Cursed Bracers of Binding at (AR 1502, x 271 y 521)
      - Level 3 Treasures
        2 Antidotes, 1 Potion of Absorption, 1 Medium Shield (TRAPPED) at
        (AR 1503, x 657 y 165) and 5 Acid Arrows, 1 Potion of Cloud Giant Strength,
        3 Healing Potions (TRAPPED) at (AR 1503, x 233 y 467) and 10 Arrows +2,
        10 Bolts +2 at (AR 1503, x 349 y 494)
      - Level 4 Treasures
        Dradeel's Speelbook (TRAPPED) at (AR 1504, x 436 y 266) and Sword of
        Balduran, Log Book of Balduran, and the Butterknife of Balduran (TRAPPED)
        at (AR 1504, x 581 y 201).
    3c. Return to the Village                                            [CTSRTT]
    Note:  Be advise that once everyone in the town have transformed back to
           werewolves, they will respawn quite quickly so finish your exploration
           of the village and subquests before speaking to Kaishas Gan (unless you
           like to kill monsters that can only be damaged by magic weapons).
    Enemies:  Werewolves
      - Be sure to talk with Durlyle, and Maralee and all others to resolve the
        appropriate subquests (do not talk to Kaishas Gan until all the wanted
        subquests are concluded).  Once you give the Cloak to Durlyle, speak to him
        again and he will ask you to fetch him some Flowers (see the Other in
        section 3 above on where to find some), and then he likes you.
      - Go talk to Kaishas again, and she'll tell you all about the village and its
        people, the truth this time.  Turns out that they are Lycanthropes as well,
        but the reverse of the Wolfweres, they are Werewolves (the difference is
        that Wolfweres start out as wolves and turn human, while Werewolves start
        as human and turn into wolves).  I suggest you don't take her up on her
        offer to "belong", she will then steal your Sea Charts, and her companion
        will turn into a Werewolf and attack you as she sneaks out.
      - Go back outside and EVERYONE in the town is now a Werewolf!
      - Go to (x 2700 y 1350) to find Durlyle who offers to get you out of the
        village through some secret underground passages.  Follow him to the hut at
        (x 1650 y 1520) where Dradeel will give you more information.  Turns out
        that these people are the ones that killed the crew in the first place.  He
        also mentions that there are "Dark Ones" on the ship that you must find.
        Talk to Durlyle again.
      - Now go into the Hut, and down into the secret passage.
    3d. Underground Passage (AR 2012)                                    [DTSNDR]
    Enemies: Werewolves, Loup Garou (these can only be hit by VERY magical weapons,
             such as the Long Sword +1: Flametongue, and Balduran's Sword)
      - The only thing to do here is to head East to the exit (x 3025 y 360).  And
        you can pick up some potions if you want.  And fight Werewolves.
      - You exit onto a hidden beach on the North End of the Island, walk over to
        the ship and talk to Kaishas.  In any event she'll turn into a Loup Garou,
        a slightly tougher Werewolf.  Kill her and take your charts back.  Click on
        the sail to return to the Mainland.
      - Potions
        Potion of Storm Giant Strength, 2 Healing Potions -- (x 1336 y 808)
        Potion of Cold Resistance -- (x 1817 y 594)
        Potion of Defense -- (x 2555 y 555)
        Oil of Speed -- (x 2362 y 243)
    3e. Ulgoth's Beard Finale                                            [ELGBFL]
    Treasures:  Chainmail +3 (Baresh)
      - Well we made it back in one piece.  You will be met on the docks by Baresh,
        who demands to know what has happened.  Tell him what you will.  Go to
        Mendas (who we now know is Chief Selaad Gan).  He demands answers, you may
        as well tell him the truth, and be prepared for a fight.  Baresh and him
        both become Loup Garou and attack you.  Search Baresh's old body for a
        Chainmail +3.  Also search his house to find 980gp.
    Note: Once all the Tales of the Sword Coast quests are done, you get a little
          message (similar to the End of Chapter messages) telling you that you are
          done with it.
                                       APPENDICES:                       [PPNDCS]
    A. Monsters & Monster Strategies                                     [AAMMNS]
    In the treasure category, the amount of gp can also be replaced by a jewel or a
    potion (or pretty much anything of some value).
    Normal Monsters:
      Name:             EXP:             Treasure:
      Air Aspect        4000               --
      Ankheg             975             Ankheg Shell
      Ashirukuru        2000               --
      Baby Wyvern        450               --
      Bandit              65             Scalp, Long Sword, L. Armor, S. Bow, 1-20g
      Battle Horror     4000             20gp
      Black Bear         175               --
      Black Talon Elite  240             Scale Armor, Long Sword, Magic Arrows, 20g
      Brown Bear         420               --
      Cave Bear          650               --
      Digger               7             Spear
      Dire Wolf          125               --
      Diseased Gibberling 35               --
      Doom Guard        2000               --
      Doomsayer         4000               --
      Doppleganger       420             varies
      Dread Wolf         650               --
      Druid              120             Quarter Staff
      Dwarven Doom Guard  2000             --
      Ettercap           650             5gp
      Fission Slime     3000               --
      Flaming Fist       250             Plate Mail, Helmet, S. Shield, L. Sword
      F. Fist Enforcer   300             same as FF, w/ Magic Arrows
      FF Enforcer/Wizard 650               --
      F. Fist Scout      300             varies
      Flind              120             2-Hnd Sword, 18-30gp
      Ghast              650             15gp
      Giant Spider       450               --
      Gibberling          35             1-11gp
      Gnoll               35             Halberd, 2-10gp
      Gnoll Slasher       65             same as gnoll
      Gnoll Veteran       65             same as gnoll
      Gray Ooze          275              --
      Greater Basilisk  4000             varies
      Gr. Doppleganger  4000             varies
      Greater Ghoul     1000             varies
      Guard              120             Scale Armor, M. Shield, L. Sword
      Hamadryad          650             Dagger
      Hobgoblin           35             Leather Armor, Helmet, L. Sword, 5-20gp
      Hobgoblin Elite     95             same as Hobgoblin
      Invisible Stalker 3000             45gp
      Kobold               7             Short Sword, Short Bow, 2-15gp
      Kobold Commando     35             Arrows*, 20gp
      Lesser Basilisk   1400               --
      Mountain Bear      900               --
      Mustard Jelly     2000               --
      Ochre Jelly        270               --
      Ogre Berserker     650             varies
      Ogre Mage          650             varies
      Ogrillon           175             varies
      Phase Spider      1400               --
      Phoenix Guard      100               --
      Polar Bear         900               --
      Sirine            2000             Pearl, etc.
      Skeleton Warrior  4000             Spell, 2 Hnd Sword + 1, Helmet
      Sword Spider      2000               --
      Tasloi              35             Spear, 1-5gp
      War Dog             65               --
      Werewolf           420               --
      Wild Dog            35               --
      Winter Wolf        975             Pelt
      Wolf                65               --
      Wolfwere          1400               --
      Wraith Spider     1400               --
      Wyvern            1400             Wyvern Head
      Xvart               15             Short Sword, 2-15gp
      Zombie              65               --
    Monsters with Names:
      Name:             EXP:            Treasure:
      Alexander          300            Scale, 29gp, Heal Potion, Bow, 30 Arrows +1
      Ardenor Crush      900            Studded Leather Armor, Helm, L. Sword, 104g
      Arkushule          600            Robe, 1 Spell, 38 gp
      Arlin              850            Adventurer's Robe, Gem, 38 gp
      Bassilus           975            Holy Symbol, War Hammer +2, Cursed Bracers
      Bor                650            Magic Darts, Minor Treasures
      Brage             1400            Cursed 2 Hnd Sword, Body, Potion, 80gp
      Britik             900            Gold Ring, Jade Ring, Garnet Gem, Halberd
      Carston           2400            Magic Arrows, Minor Treasures
      Caturak            750            Composite Long Bow, Arrows, 25gp
      Centeol           1000             --
      Daer'Ragh           10            58gp
      Davaeorn          6000            Bracers AC6, 2 Robes, 4 Spells, 106gp
      Delgod             300            Scale, 30 Arrows +1, Long Bow, War Hammer
      Denak             1200            Ring of Energy, Robe, 2 Heal Potions, 102gp
      Desreta           1200            Gauntlets/Ogre Power, Long Sword +1, 172 gp
      Drasus            1400            Boots of Speed, Chain, Morning Star+1, 56gp
      Drelik            1200            Short Sword +1, 1 Spell
      Drizzt           12000            2 Scimitars, Chain Mail + 4,
      Droth              975            Helm of Defense, 150gp
      Gantolandan       1200            Long Sword +1, 56gp
      Gellana Mirrorshade 2000          Studded Leather, 2 Potions, club
      Geltik             165            minor treasures
      Genthore          1600            Plate Mail+1, L. Shield, Throwing Ax, 56gp
      Gerde              420            Chain Mail, Spear, 45gp
      Gorf              2000            2 Spells, Minor Treasures
      Gretek            1200            Battle Axe +2, Plate Mail, 86gp
      Greywolf          1400            Studded Leather, Long Sword +2, 102gp
      Hakt               750            Bow of Marksmanship, Leather Armor, 62gp
      Hareishan         1200            Adv. Robe, 2 spells, Potion, Staff, 310gp
      Haseo             1500            Ring of Protection +1, Long Sword +1, 64gp
      Icharyd            950            Helm, L. Shield, 80gp, Flail + 1
      Jamie               65             --
      Jardak            3600            Helm of Glory, Long Sword +1, etc.
      Jemby              350            Robe*, 3 spells, Scalp, 23gp
      Joular            1200            Long Sword +1, 64gp
      Karhk             3500            3 Gems, 150 gp
      Karlat             270            Chain Mail, Shield, 38gp
      Kelmath Ormlyr    5000            Mace, 2 potions, 102gp
      Krystin           3000            7 Spells, Dagger +2 Longtooth, Sling +2
      Kysus             1400            Robe, Dagger, 66gp
      Larze             2000            Gauntlets of Weapon Skill, 1 Spell, etc.
      Lamalha           1200            Plate Mail, 2 Potions, Mace, Shield, 94 gp
      Lendarn           1400            Robe*, 4 spells, 2 potions, 180 gp
      Maka              1300            Plate Mail, Magic Arrows, 39gp
      Malkax             165            Composite Long Bow, 12gp
      Maneira            600            Leather +2
      Marek              650            Eagle Bow, Dagger +2, 3 Potions, 200 gp
      Meilum            1200            Gauntlets/Weapon Expertise, Long Sword +1
      Michael            300            Magic Arrows, 2 Gems, Long Bow, 54 gp
      Marl               650            25gp, Andar Gem, Leather Armor
      Mulahey            650            Holy Symbol, Boots/Grounding, Ring/Holy
      Nader              750            Magic Arrows, Minor Treasures
      Narcillicus       1400            Knaves Robe, 3 spells, Dagger, 38gp
      Natasha           1200            Robe, 4 spells, Dagger
      Neira              650            Helm of Infravision, Scale, M. Shield
      Niemain           2000            Cursed Ring/Clumsiness, Wand of Fire, 280gp
      Neville            650            Long Sword +1, Dispel Magic, Scalp, 65gp
      Nimbul             650            Boots/Avoidance, Ring, Short Sword +1, 58gp
      Osmadi            1000            Leather Armor, Staff, 12gp
      Oulam             1200            Robe, minor treasures
      Pargus             900            Bracers AC 7, Long Sword +1, Gem, 48 gp
      Prat              1400            Throwing Axe +2, 5 Spells, 170gp
      Raemon            1200            Scalp, Composite Long Bow, Magic Arrows
      Rahvin            1800            Ring of Protection +1, Magic Arrows, etc.
      Ramazith           400            Amulet of Metaspell Influence, Ring +2
      Raiken             650            Chain Mail, M. Shield, War Hammer +1, 31gp
      Rezdan            1200            Robe, Staff, 32gp
      Sakul             1600            6 Spells, 130 gp
      Sendai             600            L. Sword +1, S. Leather +2, S. Shield, 172g
      Seniyad           4000            Leather Armor, Staff, Ring*
      Shaldrissa        1200            Robe, etc.
      Shoal              500            Pearl
      Silke              900            Potion of Invulnerability, Staff + 1, 400gp
      Slythe            5000            Short Sword of Backstabbing +3, etc.
      Sunin             2000            Robe, Ring of Wizardry, 2 Spells, 102 gp
      Tam               1300            Magic Arrows, 1 Spell, Minor Treasures
      Tarnesh            120            3 spells, 58 gp
      Taugosz Khosann   2000            Full Plate, M. Shield+1, War Hammer+1, 105g
      Taxek              975            Light Crossbow +1, Magic Bolts, 2 Gems, 75g
      Telka              600             --
      Tenya              650            Bracers*, Flail
      Teven (bandit)     975            Scale Mail, Long Sword, M. Shield, 45gp
      Teyngan            500            Scale, Mace, Scalp, Healing Potion, 93 gp
      Thalantyr         3000            Adventurer's Robe, 2 potions
      Tranzig            975            Wand, Ring, Staff, Letter, 91gp
      Unshey             420            History Book, Staff, 82gp
      Vax                400            Scale, 2 Heal Potions, Halberd, 107gp
      Vay-ya            2000            Wand of Fire, Dagger +1, 2 Spells, 2 Gems
      Venkt              900            3 spells, Robe, 2 potions, 92gp
      Wheber Ott        1500            Robe, minor treasures
      Wilf               800            Minor Treasures
      William Garst     1500            Robe, minor treasures
      Wudei             1200            Studded Leather +1, 14gp
      Zal                600            Scale, Bracers of Archery, Darts, 49gp
      Zargal             650            Short Sword +2, 2 spells, 34gp, Scale Armor
      Zeela              900            Studded Leather +1
      Zekar               65            1 spell, scalp, Composite Long Bow, 5gp
      Zordral            900            Knave's Robe, Staff, 79gp, 2 spells
    Tales of the Sword Coast Named Monsters:
      Name:             EXP:             Treasure:
      Aec'Letec        16000               --
      Andris            6000             Robe*, 2 Spells, Scroll, 109gp
      Avarice           2500             Short Sword + 1, Leather Armor
      Beyn              1800             Wand*, 66gp
      Cuchol            1800             1 Spell, 66gp
      Dezkiel           1800             Shandalar's Cloak, Scroll, 66gp
      Fear              2200              --
      Garan             2000             4 Spells, 66gp
      Ghost             3750              --
      Kirinhale         3000             Staff Spear +2, Hair
      Love              3000             Rune, Bastard Sword, Wine
      Marcellus         2000             Robe*, 1 Spell, 81gp
      Pride             2500             Plate Mail, Large Shield
      Riggilo           1400             Leather Armor*, Short Sword*, 170gp
      Tellan            3000             Darts*, 78gp
    Monster Fighting Strategies:
      "Dryad" Fighting:
        A dryad (or any other female monster type, such as the Siren) has some
        nasty magical attacks, namely Charm Person, which if used on the right
        person in your party, screws you over.  Nothing worse than having to fight
        your own best fighter.  So if you lose too many people to her, then go back
        to your last save, then send only your best fighter to where the dryad is.
        If your fighter is charmed, no big deal (enemies won't attack charmed party
        members, so you won't get killed).  Once she is out of the worst magical
        attacks, send in the cavalry.  If one of your people is Dire Charmed
        anyway, cast a quick Hold Person on them to keep them from fighting you.
        One other thing to try is to send a good archer (Bracers of Archery always
        help) to kill her quickly.
        Minsc's "Berserk" attack makes him fairly immune to Dire Charm. (He still
        gets charmed, but will attack the Sirine/Dryad anyway)
        Or if your people do get charmed, you can just cast Dire Charm on them
        again to reverse it. (thanks to D Sanders for that)
      "Basilisk" Fighting:
        Basilisks are nasty creatures, they turn you to stone.  If they turn your
        main character to stone, that is considered Death, and therefore the end of
        your game.  So if you have a Protection from Petrification spell/scroll you
        may want to use that. The spell is a first level mage spell, and you can
        buy it at High Hedge. Also if you get Korax (Area E of Temple) to join you
        (temporarily), he is immune to Petrification. (although the Basilisks could
        still kill him, and he will turn against you eventually!)
      Doomsayer Fighting
        So there's only one Doomsayer (Area S of Lighthouse), but he's a tough one.
        Cast lots of magic missiles at him since they always hit and do a bit of
        damage.  Keep your best fighters between him and your party, and try
        hitting him with magic arrows as well.  If one of your people gets injured
        by about 3/4 of their total HP, pull them back.  Don't try to tackle him
        before level 6 or so.
    B. Miscellaneous Information                                         [ABMSCI]
    Baldur's Gate follows most every AD&D rule in the Player's Handbook.  That
    doesn't mean that they are all documented in the manual, however.  And this
    section is a good a place as any to stick all the missing information from the
    Rules. (all information here is taken directly from the AD&D Player's Handbook,
    which may not entirely reflect how the rules work in Baldur's Gate!)
    Mega Constitution and Regeneration:
      If your Constitution gets above 19 you get an automatic regeneration.  Here's
      a little table on it:
                         Constitution:        Regeneration Rate:
                         ¯¯¯¯¯¯¯¯¯¯¯¯¯        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                              20                 1 per 6 rounds
                              21                 1 / 5
                              22                 1 / 4
                              23                 1 / 3
                              24                 1 / 2
                              25                 1 / 1
      A round is about 6 seconds.
    Racial Ability Adjustments:
      Race          Adjustment
      ¯¯¯¯          ¯¯¯¯¯¯¯¯¯¯
      Dwarf         +1 Constitution, -1 Dexterity, -2 Charisma
      Elf           +1 Dexterity, -1 Constitution
      Gnome         +1 Intelligence, -1 Wisdom
      Halfling      +1 Dexterity, -1 Strength, -1 Wisdom
    Weapon Proficiency:
      Group        Initial      #Levels until another
      ¯¯¯¯¯        ¯¯¯¯¯¯¯      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
      Warrior          4               3
      Wizard           1               6
      Priest           2               4
      Rogue            2               4
      Therefore every 3 levels your fighters/paladins/rangers will gain a new
      Weapon Proficiency Point!
    THAC0 Level Progression Chart:
      Group        1   2   3   4   5   6   7   8   9   10  11  12  13  14  15  16
      -----        --------------------------------------------------------------
      Warrior      20  19  18  17  16  15  14  13  12  11  10   9   8   7   6   7
      Wizard       20  20  20  19  19  19  18  18  18  17  17  17  16  16  16  15
      Priest       20  20  20  18  18  18  16  16  16  14  14  14  12  12  12  10
      Rogue        20  20  19  19  18  18  17  17  16  16  15  15  14  14  13  13
    Paladin Spell Progression:
      Level   Casting       Priest Spell Level
               Level       1     2     3     4
      -----   -------     ---------------------
         9       1         1     -     -     -
        10       2         2     -     -     -
        11       3         2     1     -     -
        12       4         2     2     -     -
        13       5         2     2     1     -
        14       6         3     2     1     -
        15       7         3     2     1     1
        16       8         3     3     2     1
        17       9         3     3     3     1
        18       9         3     3     3     1
        19       9         3     3     3     2
        20       9         3     3     3     3
    Ranger Spell Progression:
      Level   Casting    Priest Spell Level
               Level       1     2     3
      -----   -------     ----------------
         8       1         1     -     -
         9       2         2     -     -
        10       3         2     1     -
        11       4         2     2     -
        12       5         2     2     1
        13       6         3     2     1
        14       7         3     2     2
        15       8         3     3     2
        16       9         3     3     3
    The following charts come from Duncan Clay:
      Advanced Experience Charts:
        Fighter (Warrior) - Hit Dice D10 (1 per level)
         Level |    XP   |THAC| W | Lor
           1   |       0 | 20 | 4 |   1
           2   |   2,000 | 19 |   |   2
           3   |   4,000 | 18 | 1 |   3
           4   |   8,000 | 17 |   |   4
           5   |  16,000 | 16 |   |   5
           6   |  32,000 | 15 | 1 |   6
           7   |  64,000 | 14 |   |   7
           8   | 125,000 | 13 |   |   8
           9   | 250,000 | 12 | 1 |   9
          W Weapon proficiency points (max 2 per weapon at level 1 then max 5)
        Paladin (Warrior) - Hit Dice D10 (1 per level) *
         Level |    XP   |THAC| W | Lor |Priest Spl| LH | DE | PE | TU
           1   |       0 | 20 | 4 |   1 |          |  2 |  5 |  1 |
           2   |   2,250 | 19 |   |   2 |          |  4 |  6 |  2 |
           3   |   4,500 | 18 | 1 |   3 |          |  6 |  7 |  3 |  1
           4   |   9,000 | 17 |   |   4 |          |  8 |  8 |  4 |  2
           5   |  18,000 | 16 |   |   5 |          | 10 |  9 |  5 |  3
           6   |  36,000 | 15 | 1 |   6 |          | 12 | 10 |  6 |  4
           7   |  75,000 | 14 |   |   7 |          | 14 | 11 |  7 |  5
           8   | 150,000 | 13 |   |   8 |          | 16 | 12 |  8 |  6
           9   | 300,000 | 12 | 1 |   9 | 1        | 18 |    |    |
          W Weapon proficiency points (max 2 per weapon)
         LH Lay Hands hit points healed
         DE Detect Evil special ability spells
         PE Protect from Evil special ability spells
         TU Turn Undead level
         * Cannot dual class
        Ranger (Warrior) - Hit Dice D10 (1 per level)
         Level |    XP   |THAC| W | Lor |Priest Spl| Ste | C
           1   |       0 | 20 | 4 |   1 |          | 35% | 1
           2   |   2,250 | 19 |   |   2 |          | 40% | 1
           3   |   4,500 | 18 | 1 |   3 |          | 47% | 2
           4   |   9,000 | 17 |   |   4 |          | 53% | 2
           5   |  18,000 | 16 |   |   5 |          | 60% | 3
           6   |  36,000 | 15 | 1 |   6 |          | 67% | 3
           7   |  75,000 | 14 |   |   7 |          | 75% | 4
           8   | 150,000 | 13 |   |   8 | 1        | 82% | 4
           9   | 300,000 | 12 | 1 |   9 | 2        |     |
          W Weapon proficiency points (max 2 per weapon)
        Ste Stealth (Dex 18)
          C Charm Animal special ability spells
        Thief (Rogue) - Hit Dice D6 (1 per level)
         Level |    XP   |THAC| W | Lor | Ab | BS
           1   |       0 | 20 | 2 |   3 | 30 | x2
           2   |   1,250 | 20 |   |   6 | 20 | x2
           3   |   2,500 | 19 |   |   9 | 20 | x2
           4   |   5,000 | 19 | 1 |  12 | 20 | x2
           5   |  10,000 | 18 |   |  15 | 20 | x3
           6   |  20,000 | 18 |   |  18 | 20 | x3
           7   |  40,000 | 17 |   |  21 | 20 | x3
           8   |  70,000 | 17 | 1 |  24 | 20 | x3
           9   | 110,000 | 16 |   |  27 | 20 | x4
          10   | 160,000 | 16 |   |  30 | 20 | x4
          11   | 220,000 | 15 |   |  33 | 20 |
          W Weapon proficiency points (max 1 per weapon)
         Ab Ability points for Stealth, Pick Pockets, Pick Locks, Find/Remove
            Traps (Max 100 + Base Ability + Racial/Dexterity Modifiers)
         BS Back Stab damage multiplier (quarter staff, dagger, short sword
            and long sword only)
        Bard (Rogue) - Hit Dice D6 (1 per level) *
         Level |    XP   |THAC| W | Lor |Mage Spell|  PP
           1   |       0 | 20 | 2 |  10 |          | 40%
           2   |   1,250 | 20 |   |  20 | 1        | 45%
           3   |   2,500 | 19 |   |  30 | 2        | 50%
           4   |   5,000 | 19 | 1 |  40 | 2 1      | 55%
           5   |  10,000 | 18 |   |  50 | 3 1      | 60%
           6   |  20,000 | 18 |   |  60 | 3 2      | 65%
           7   |  40,000 | 17 |   |  70 | 3 2 1    | 70%
           8   |  70,000 | 17 | 1 |  80 | 3 3 1    | 75%
           9   | 110,000 | 16 |   |  90 | 3 3 2    | 80%
          10   | 160,000 | 16 |   | 100 | 3 3 2 1  | 85%
          11   | 220,000 | 15 |   | 110 |          |
          W Weapon proficiency points (max 1 per weapon)
         PP Pick Pockets (Before Racial/Dexterity Modifiers)
         * Cannot dual class
        Cleric (Priest) - Hit Dice D8 (1 per level)
         Level |    XP   |THAC| W | Lor |Priest Spl| TU
           1   |       0 | 20 | 2 |   1 | 1        |  1
           2   |   1,500 | 20 |   |   2 | 2        |  2
           3   |   3,000 | 20 |   |   3 | 2 1      |  3
           4   |   6,000 | 18 | 1 |   4 | 3 2      |  4
           5   |  13,000 | 18 |   |   5 | 3 3 1    |  5
           6   |  27,500 | 18 |   |   6 | 3 3 2    |  6
           7   |  55,000 | 16 |   |   7 | 3 3 2 1  |  7
           8   | 110,000 | 16 | 1 |   8 | 3 3 3 2  |  8
           9   | 225,000 | 16 |   |   9 | 4 4 3 2 1|  9
          W Weapon proficiency points (max 1 per weapon)
         TU Turn Undead level
        Druid (Priest) - Hit Dice D8 (1 per level)
         Level |    XP   |THAC| W | Lor |Priest Spl| SB | SW | SL
           1   |       0 | 20 | 2 |   1 | 1        |    |    |
           2   |   2,000 | 20 |   |   2 | 2        |    |    |
           3   |   4,000 | 20 |   |   3 | 2 1      |    |    |
           4   |   7,500 | 18 | 1 |   4 | 3 2      |    |    |
           5   |  12,500 | 18 |   |   5 | 3 3 1    |    |    |
           6   |  20,000 | 18 |   |   6 | 3 3 2    |    |    |
           7   |  35,000 | 16 |   |   7 | 3 3 2 1  |  1 |  1 |  1
           8   |  60,000 | 16 | 1 |   8 | 3 3 3 2  |  1 |  1 |  1
           9   |  90,000 | 16 |   |   9 | 4 4 3 2 1|  1 |  1 |  1
          10   | 125,000 | 14 |   |  10 | 4 4 3 3 2|  1 |  1 |  1
          11   | 200,000 | 14 |   |  11 |          |    |    |
          W Weapon proficiency points (max 1 per weapon)
         SB Shapeshift Brown Bear special ability spells
         SW Shapeshift Brown Bear special ability spells
         SL Shapeshift Black Bear special ability spells
        Mage (Wizard) - Hit Dice D4 (1 per level)
         Level |    XP   |THAC| W | Lor |Mage Spell
           1   |       0 | 20 | 1 |   3 | 1
           2   |   2,500 | 20 |   |   6 | 2
           3   |   5,000 | 20 |   |   9 | 2 1
           4   |  10,000 | 19 |   |  12 | 3 2
           5   |  20,000 | 19 |   |  15 | 4 2 1
           6   |  40,000 | 19 | 1 |  18 | 4 2 2
           7   |  60,000 | 18 |   |  21 | 4 3 2 1
           8   |  90,000 | 18 |   |  24 | 4 3 3 2
           9   | 135,000 | 18 |   |  27 | 4 3 3 2 1
          10   | 250,000 | 17 |   |  30 |
          W Weapon proficiency points (max 1 per weapon)
        Specialist Mage (Wizard) - Hit Dice D4 (1 per level)
         Level |    XP   |THAC| W | Lor |Mage Spell
           1   |       0 | 20 | 1 |   3 | 2
           2   |   2,500 | 20 |   |   6 | 3
           3   |   5,000 | 20 |   |   9 | 3 2
           4   |  10,000 | 19 |   |  12 | 4 3
           5   |  20,000 | 19 |   |  15 | 5 3 2
           6   |  40,000 | 19 | 1 |  18 | 5 3 3
           7   |  60,000 | 18 |   |  21 | 5 4 3 2
           8   |  90,000 | 18 |   |  24 | 5 4 4 3
           9   | 135,000 | 18 |   |  27 | 5 4 4 3 2
          10   | 250,000 | 17 |   |  30 |
          W Weapon proficiency points (max 1 per weapon)
    C. The Gods of the Realm                                             [ACTGOR]
    I've tried to compile a list of every god mentioned in the game.  Naturally, I
    probably missed one or two, so if I did, please email me about it.  There is
    some neat information on the gods and their troubles on page 67 of the Baldur's
    Gate Manual.  And lots of information comes from Orlandu.  Others come from
    Auril    -- mentioned by Branwen, Goddess of Winter, mentioned by Branwen and
                the boots of cold are hers as well.  Auril believes that everything
                should be turned to ice.
    Bane, Bhall, and Myrkul -- the "dead three" gods, but are currently not in
                "power" (it's a long story)
    Baravar  -- worshipped by Quayle
    Clangeddin -- a god mentioned by Yeslick.
    Cyric    -- evil god worshipped by Bassilus to raise the dead, also Mulahey has
                a Cyric Holy Symbol on him.  Makes Cyric seem a little suspicious,
                doesn't it?  Cyric took the power from the "dead three" and now
                does everything they did, thus making him the new god of murder.
    Deneir -- one of gods who protects Tethtoril (see his decription in the manual)
    Garl Glittergold -- worshipped in the Temple of Wisdom at the Friendly Arm Inn
    Gond     -- god of artifice and invention.  The Hall of Wonders in Baldur's
                Gate is run by Gondish priests.
    Helm     -- a good god, worshipped by Ajantis.  There's a Helm temple in
                Nashkel. He is the God of Guardians, and he guards the Outer
    Ilmater  -- God of Suffering who enchanted the Large Shield +4 vs. Missiles.  I
                may not have spelt his name correctly.
    Jergal   -- former god of the dead, gave his power to Bane, Bhaal, and Myrkul
                (History of the Dead Three), and now is the Scribe of the Dead
    Kozah    -- ancient god of various chaotic happenings (like earthquakes), there
                is an ancient temple being unearthed of his far to the SW of
                Beregost, but beware the curse!
    Lord Ao  -- the Overpower.  Not a god as per se, since he is infinitely more
                powerful than they are (he can destroy them at will)
    Lathander -- Worshipped in the Song of the Morning temple
    Lloth    -- Spider Goddess of the Drow, dislikes Drizzt and Viconia.  There is
                another Drow god mentioned in one of the "History of the Drow"
                books, Ghaunadaur.
    Malar    -- Mentioned by Osmadi, also known as the Beastlord.  He is an evil
                god that doesn't much like the Druid faiths.
    Mystra   -- goddess of magic
    Oak Father -- I think this is a God of Nature, worshipped by Faldorn.
    Oghma    -- there is a temple to Oghma is Candlekeep as he is the God of
    Selune   -- a Goddess mentioned by Dradeel
    Shar     -- Goddess of the Night, worshipped by the renegade drow Viconia
    Sune     -- good god, the Holy Ring is a Sune artifact, she is the Goddess of
                Love and Beauty.
    Talos    -- made the Boots of Grounding, and is possibly a God of Storms
    Tempus   -- Branwen is a cleric of this Neutral God, the God of Battles
    Tymora   -- She's the Goddess of Luck (good luck that is, Besheba is the
                Goddess of Bad Luck)
    Umberlee -- goddess of the Sea, aka the "Bitch Queen", you run into her
                priestess at the Baldur's Gate Bridge. (btw, Umberlee is of an Evil
    Valkur   -- another god mentioned by Branwen, he is the god of sailors
    D. Guide to Naming Characters                                        [DGDTNC]
    I have heard that some people have trouble coming up with creative names for
    their characters.  So here is a little guide to coming up with interesting
    names that seem to fit into the game (i.e. names that aren't "brad" or "mike"
    or something).
    Method 1:
      Take an exisiting last name, and make it a first name.
      Ex: Corbin, Martens, Miller.
      Obviously this doesn't work with all last names, and it also tends to skew
      mostly male.
    Method 2:
      You can also make interesting names by taking an existing name, such as Kate,
      and flipping some letters around to make a new name, Kaet.
    Method 3:
      Somewhat similar to method 2, this one merely involves adding useless vowels.
      Try adding an 'a' before an 'e' or an 'i' after an 'e'.  Take the name
      Patrick for example.  It will become Paetrick.
    Method 4:
      Another fun thing to try is to simply add a new "flourish" to an existing
      name.  For example we start with "Nate" and add the "flourish" "ylia" to make
      the new name "Natylia".
    Method 5:
      Start with another word, say the number "Seven".  Replace the vowels with new
      vowels to make "Sivan".  Now if you want to make it feminine add an "y" (or
      something similar) to the end to make "Sivany".  Or try this, start with the
      word "talent".  Replace the first 't' with a "th" and then replace the 'e'
      with an 'a'.  You now have "Thalant", which is a good name, but needs a
      little flourish of "yr" to finish it "Thalantyr".
    Method 6: (from MartectX)
      I found another strategy of making names "fitting the game": Just take an
      existing name backwards! Some examples: Martin - Nitram, Florian - Nairolf,
      Monika - Akinom, Andrea - Aerdna.
    Here's a list of names that I have used in various RPG games.  This list will
    be a little small for now, but as I get more of them, I'll add them.  If you
    have any name that you want to send in, please feel free!
      Female:                            Male:
      ¯¯¯¯¯¯¯                            ¯¯¯¯¯
      Kaet Salamoss                      Telen
      Sivany                             Syllas
      Jiany                              Poetayn
      Saenra                             Mytahl
      Kystra                             Ralasannvyr
      Lydra                              Ylv Tor
      Tyllaenii                          Ex'ald Moor
      Bealla Forthyss                    Aallax Morkallai
      Cyrra Lyth                         Cyr Daan
      Sho'erna Moerth                    Kintos the Dim (my current favorite)
      Mistriana                          Corvuus
      Karyana                            Khaar the Bloody
    The following names are from Bane:
      Lyria                              Taaryn (Taryn)
      Kestyn                             Yulosa
      Maya                               Astyk
      Galian                             Bane
    The following names, and strategy, were sent to me by Preston Lloid:
      Female:                            Male:
      ¯¯¯¯¯¯¯                            ¯¯¯¯¯
      Jephinia Justice                   Edcam Sielfir
      Misha Kintyre                      Purl Sielfir
      Latista Dymnir                     Paxus Silatis
      Kyndria Valmund                    Bastius Mnotarior
      Shaloa Fighro                      Rhymnir Kaleef
      Syff Kintous                       Kelt Incurrigate
      Geila Mist                         Solas Imnikurr
                                         Tarrento Gymnica
      I also found that nearly all the months make fine female first names (e.g.
      October, November etc.).  Furthermore I personally think that there's nothing
      wrong with giving your character a first name and some kind of call name
      instead of an actual surname (or family name).  For instance, if you've made
      a female priest with the allignment "lawful good" you might call her "Misha
      the Divine", instead of Misha Kintyre.  Or if you create an evil male mage,
      you could call him "Tarrento the Dreadful".
    E. Character Sounds                                                  [ECHRCT]
    Here you will find a typed out version of a great many sounds in the game.
    Check out the sndlist.txt file in the Sounds directory if you want to change
    one of the PC Sounds.  Any of the NPC sounds that has a ????????? in it means
    that I listened to the sounds by using the biffstripper utility, but I'm not
    quite sure where they fit into the context of the game.
    The "Repeated Selected" sounds are accessed when you click on a character about
    9 times in a row.
    This comes from Patrick:
      I thought I'd help fill in some of the blanks regarding NPC quotes, and
      how they relate to one another, which you might want to include in any
      possible updates of your astounding FAQ.
      First off, there are NPCs who will try to kill each other eventually, as I
      found out when I first played and took Xzar/Montaron and Khalid/Jaheira into
      the Nashkel mines, and some of their quotes are reserved for such an
      occasion.  At a seemingly random point, the text window popped up and the
      dialogue followed:
        Jaheira:  "Do you claim to fight evil... (etc.)"
        Xzar:  "Why must you goad us..."
        Jaheira:  "I know nothing of gold..."
        Xzar:  "I begin to see your true nature..."
      Likewise, Khalid and Montaron have some lines which suggest a similar
      exchange (sound files 30 and 31 for each).  At this point, Montaron and Xzar
      (the Zhentarim) and Khalid and Jaheira (the Harpers), squared off and began
      fighting, ignoring my commands and leaving my character with nothing to do
      but pick a side and join in.  (This is indeed at least partly random... not
      caring for the deaths of two NPCs, I loaded a previous savegame, finished the
      mines, then disbanded the Zhentish pair without incident.)
      Odds are that when a character makes a direct statement to another, there is
      a reply (Some of Montaron's jibes are in response to Xzar's babblings, and
      Khalid and Jaheira share some tender moments).  I haven't gotten far in the
      game yet, but here are some possible relationships which suggest themselves:
        Eldoth and Alora:  Alora always tries to cheer up Eldoth, and he in turn
                           actually finds himself softening up when she's around.
        Xan and Ajantis:  As you've noticed, Xan rejects Ajantis' strict views,
                          and Ajantis does not respond kindly to his paradigms
                          being challenged.
        Eldoth just seems to piss off everybody...
        Also, if it helps straighten things out, I noticed (using the playsound
        ingame cheat) that the number of the file for each character is connected
        with its function in the game, as follows:
          1 - Introduction
        In battle:
          2 - Battlecry
          3 - Morale Break
        Comments on party's reputation and actions:
          4 - Happy
          5 - Unhappy
          6 - Angry
          7 - Breaking Point
        Comments on personal status:
          8 - Made Leader
          9 - Tired
         10 - Bored
         11 - Wounded
        Comments on environment:
         12 - Forest
         13 - City
         14 - Dungeon
         15 - Daytime
         16 - Nighttime
        Comments toward player:
         17-19 - Selected
         20-22 - Commanded
         23-26 - Annoyed
        Comments toward NPCs:
         27-37 - Various Banterings
        Comments on death:
         38 - Generic Death
         39 - Specific Death
        Of course, Imoen throws this whole scheme off track, but it seems like
        everybody else sticks by it.    (again, this was from Patrick)
    PC Sounds:
      Default Male:
        Battle Cry:                "Onward!"
        Becoming Leader:           "I feel this is my rightful place."
        Tired:                     "I will require rest soon."
        Bored:                     "I should be more productive with my time."
        Badly Wounded:             "I am not well at all."
        Selected 1:                "Hmm?"
        Selected 2:                "Yes?"
        Selected 3:                "I stand ready."
        Action Acknowledgement 1:  "It will be done."
        Action Acknowledgement 2:  "Not a problem."
        Action Acknowledgement 3:  "With ease."
        Being Hit:                 "Oof."
        Dying:                     "Hwaugh... oohg."
      Male 1:
        Battle Cry:                "Death to you all!"
        Becoming Leader:           "As it should be."
        Tired:                     "I must rest my eyes a while."
        Bored:                     "Ah, such a waste of time this is!"
        Badly Wounded:             "I, I am surely close to death..."
        Selected 1:                "What?"
        Selected 2:                "Make it quick!"
        Selected 3:                "Yes?"
        Action Acknowledgement 1:  "A waste of my talents!"
        Action Acknowledgement 2:  "Of course."
        Action Acknowledgement 3:  "No sooner said than done."
        Being Hit:                 "Ungh."
        Dying:                     "Ungh...uh..."
      Male 2:
        Battle Cry:                "Your life ends here!"
        Becoming Leader:           "I alone belong here."
        Tired:                     "I am so very... weary."
        Bored:                     "I grow tired of wasting time."
        Badly Wounded:             "I am certain to die without...immediate aid."
        Selected 1:                "What would you have me do?"
        Selected 2:                "Your wish?"
        Selected 3:                "Hurry up!"
        Action Acknowledgement 1:  "If you insist."
        Action Acknowledgement 2:  "Very well."
        Action Acknowledgement 3:  "Alright alright!"
        Being Hit:                 "Ooof."
        Dying:                     "Hwaigh...oof."
      Male 3:
        Battle Cry:                "Heh, time for a bit of a rough and tumble."
        Becoming Leader:           "Ha ha!  I'll lead 'em well!"
        Tired:                     "I'll need to be resting soon."
        Bored:                     "I should get moving before the whole day is a
        Badly Wounded:             "Uh... perhaps I'm a bit more hurt, than I
        Selected 1:                "Yes?"
        Selected 2:                "What now I wonder?"
        Selected 3:                "Where to now?"
        Action Acknowledgement 1:  "Of course, heh heh."
        Action Acknowledgement 2:  "Done and done."
        Action Acknowledgement 3:  "A simple task!"
        Being Hit:                 "Eaah."
        Dying:                     "Whooauh... uh..."
      Default Female:
        Battle Cry:                "To battle!"
        Becoming Leader:           "This is where I should be."
        Tired:                     "I grow weary."
        Bored:                     "I should not just stand about."
        Badly Wounded:             "I must have aid."
        Selected 1:                "I am here."
        Selected 2:                "Your concern?"
        Selected 3:                "Yes?"
        Action Acknowledgement 1:  "Indeed."
        Action Acknowledgement 2:  "It is done."
        Action Acknowledgement 3:  "Certainly."
        Being Hit:                 "Augh!"
        Dying:                     "Auwaa..."
      Female 1:
        Battle Cry:                "All will die!"
        Becoming Leader:           "None other than me should be in this place."
        Tired:                     "I should rest on my feet if we do not rest
        Bored:                     "I find this inactivity extremely frustrating."
        Badly Wounded:             "I reall must get further treatment for my
        Selected 1:                "What?"
        Selected 2:                "Yes?"
        Selected 3:                "Hmm?"
        Action Acknowledgement 1:  "Simpler done than said."
        Action Acknowledgement 2:  "Certainly."
        Action Acknowledgement 3:  "Surely."
        Being Hit:                 "Ooah."
        Dying:                     "Aaah... ehh."
      Female 2:
        Battle Cry:                "You're life shall be mine!"
        Becoming Leader:           "I deserve to be leader!"
        Tired:                     "Ooh... we should rest now, I need sleep."
        Bored:                     "This is so utterly boring."
        Badly Wounded:             "I... I am wounded."
        Selected 1:                "What?"
        Selected 2:                "Yes?"
        Selected 3:                "What is it?"
        Action Acknowledgement 1:  "Fine."
        Action Acknowledgement 2:  "Such menial tasks."
        Action Acknowledgement 3:  "A simple matter."
        Being Hit:                 "Oooah."
        Dying:                     "Nyaugh...ehh..."
      Female 3:
        Battle Cry:                "Death will come swiftly for you."
        Becoming Leader:           "There are none more capable for this position."
        Tired:                     "Blah... I grow tired, we should rest soon."
        Bored:                     "Must we stand about, I have much to do."
        Badly Wounded:             "I must get proper treatment for my injuries."
        Selected 1:                "And now what?"
        Selected 2:                "What must I do?"
        Selected 3:                "Hmm?"
        Action Acknowledgement 1:  "A simple task."
        Action Acknowledgement 2:  "Consider it done."
        Action Acknowledgement 3:  "No trouble at all."
        Being Hit:                 "Err!"
        Dying:                     "Ohhh ahh..."
    NPC Sounds:
        First Speech:              "Halt!  Be you friend, or foe?"
        Fleeing:                   "What cowardice is this?  Return to where you
                                   are needed?"
        Battle Cry:                "For the Glory of Helm!"
        In forest:                 "This forest has a sense of... evil about it."
        In City:                   "This city has a sense of... evil about it."
        Underground:               "This dungeon has a sense of... evil about it."
        Happy:                     "We follow the righteous path, the path of
        Unhappy:                   "This course we take is beyond all tenants of
        Unhappy:                   "I will not stand by while this party descends
                                   into depravity."
        Leaving:                   "Your evil ways end here!  Draw steel and we
                                   will settle this dispute once and for all!"
        Becoming Leader:           "I take honor with this responsibilty you have
        Tired:                     "Uhh... I grow weary."
        Bored:                     "We have much evil to fight, we have no time for
        Badly Wounded:             "Ahh... I am in need of aid."
        Selected 1:                "My honor is my life."
        Selected 2:                "Helm, give me strength!"
        Selected 3:                "By Helm!"
        Repeated Selected 1:       "We must always strive to be role models to the
        Repeated Selected 2:       "Duty to one's cause outweighs all."
        Repeated Selected 3:       "Evil will always fail against courage and
        Repeated Selected 4:       "Evil must be purged without mercy."
        Action Acknowledgement 1:  "With Helm's blessing."
        Action Acknowledgement 2:  "Yeah!"
        Action Acknowledgement 3:  "As you will."
        To ???????????:            "Your actions fly in the face of everything Helm
                                   holds sacred!"
        To ???????????:            "There is naught but good and evil.  I suspect
                                   you are of the latter."
        To ???????????:            "Evil must be purged wherever it is found...
                                   even among companions!"
        To ???????????:            "The stench of evil clings to you in the most...
                                   VILE manner!"
        To ???????????:            "I can bear no more!  Raise your weapon and
                                   defend yourself!"
        To ???????????:            "I may yet still be a Squire, but I possess more
                                   integrity than you could ever hope for!"
        Reply to ???????:          "You will watch your MOUTH around the fairer
        Reply to ???????:          "I thank you for your compliment."
        To ??????????:             "You are a most beautiful lady, Miss."
        To Kivan:                  "You're a man of honor, I respect your
        Reply to ????????:         "I think it would be wise for you to improve
                                   your conduct while in this party!"
        On any Death:              "We can only be content that our companion has
                                   fallen... pursuing a just cause."
        On ????????'s Death:       "It is unfortunate that our companion died
                                   before he could recant his ways."
        First Speech:              "Blast and bother!  These locks have always
                                   given me trouble.  Trouble they are!"
        Fleeing:                   "Aah!  Somebody hide me!"
        Battle Cry:                "Careful everyone, play nice!"
        Happy:                     "Isn't this great?  All of us, doing nice
                                   things, being happy.  It's great!"
        Unhappy:                   "Hey, I think everyone would be happier if we
                                   were a little nicer."
        Unhappy:                   "Please be nicer, you don't want me to pick up
                                   any bad habits, do you?"
        Leaving:                   "I don't think you're the type of people I
                                   should be hanging around with.  Goodbye!"
        Tired:                     "*yawn* I'm sleepy.  Can we nap a moment?"
        Bored:                     "So, when are we gonna do something?  I'm raring
                                   to GO."
        At night:                  "Pretty spoo-ooky night, but still great for
        In Forest:                 "What a great forest!  I've never seen trees
                                   like these before."
        In City:                   "I like the bustle of the city!  So many
                                   interesting people!"
        Underground:               "Oooh ooh... this is pretty scary isn't it?  I
                                   mean, I'd be scared without the rest of you."
        During the Day:            "What a great day for adventuring, in fact,
                                   every day is a great day for adventuring."
        Badly Wounded:             "I'm hurt, please help me!"
        Becoming Leader:           "Wow!  Leader?  Me?  This will be great fun!"
        Selected 1:                "Whatever you need."
        Selected 2:                "Hey there hi there."
        Selected 3:                "Whatever you wish."
        Repeated Selected 1:       "I'm sooo sweet, I've got rotting teeth and
        Repeated Selected 2:       "C'mon people now, smile on your brother.
                                   Everybody get together, try to love one another
                                   right now."
        Repeated Selected 3:       "I don't think you're happy enough.  I'll TEACH
                                   you to be happy!"
        Repeated Selected 4:       "Happy Happy!  Joy Joy!  Happy Happy!  Joy Joy!"
        Action Acknowledgement 1:  "Happy to help!"
        Action Acknowledgement 2:  "With a smile!"
        Action Acknowledgement 3:  "Hop skip to it!"
        To ???????????:            "So you're a mage?  I knew a mage once, but he
                                   was pretty stuffy!  You're not like that..."
        To Edwin:                  "Smile more often, Edwin, it looks good on you!"
        To ????????:               "Well everyone is basically decent, once you get
                                   them to unwrinkle their faces."
        To Garrick:                "Play your song again, Garrick.  That one I
                                   like, pleeeeeeeeeeeease!"
        To Boo:                    "Ohh!  It's just the cutest little hamesty
                                   wampsty!  Who's a fuzzy boo?"
        Reply to ????????:         "You needn't be so mean!  I'm nice to YOU!"
        Reply to ????????:         "Oooh!  Someone needs a tickle!  Someone needs a
                                   tickle!  Smile already!  Yeesh!"
        Reply to ????????:         "You are mean mean mean!  No wonder people don't
                                   like you!"
        Reply to ????????:         "Why must you be such a grumpy pus!  Cheer up!"
        To ?????????:              "I've heard if you go too long without smiling,
                                   your face will crack!"
        To ?????????:              "It must be hard work to be NEGATIVE all the
        On any Death:              "I've had friends die before, and it's still
        On Edwin's Death:          "Poor Edwin.  He was just learning how to loosen
        First Speech:              "By the ice breath of Aura, 'tis good to see new
                                   faces and taste freedom again!"
        Fleeing:                   "Tempus, forgive my cowardice!"
        Battle Cry:                "Tempus, give us victory!"
        Happy:                     "I am proud to stand among such strong
        Unhappy:                   "Our actions are not those of warrior born."
        Unhappy:                   "What sort of craven cowards are we?"
        Leaving:                   "I can no longer honorably work with such as
        Becoming Leader:           "I have always dreamt of leading such a worthy
        Tired:                     "*yawn* I'm tired."
        Bored:                     "Damn the icicles of orb (??), I'm bored."
        Badly Wounded:             "Ah uh.. 'tis but a flesh wound."
        Selected 1:                "By Tempus' Shield!"
        Selected 2:                "What is your command?"
        Selected 3:                "Hello?"
        Repeated Selected 1:       "'Tis better to die on your feet, than live on
                                   your knees."
        Repeated Selected 2:       "May Auril bestow the Frost Kiss upon our
        Repeated Selected 3:       "By Valkur's strapping buttocks!"
        Repeated Selected 4:       "The gods favor is fickle at best."
        Action Acknowledgement 1:  "'Tis a fine day to die."
        Action Acknowledgement 2:  "If Tempus wills it."
        Action Acknowledgement 3:  "By Valkur's mighty Blade!"
        About Shar-Teel:           "Shar-Teel seems to have more spine than a lot
                                   of the MEN in this party."
        To Shar-Teel:              "You are valiant of action, Shar-Teel.  A pity
                                   your spirit is mismatched."
        To ?????????:              "Stay well clear of me you foul-speaking
        To ?????????:              "Tempus would guide your wayward soul, if you
                                   let him."
        To ?????????:              "May Tempus one day show you the error of your
        Reply to ????????:         "I do not take such insults lightly."
        Reply to ????????:         "Thank you for your kind words."
        Reply to ????????:         "Do not mock me!"
        To ?????????:              "You shame this party by your mere presence."
        To ?????????:              "You are a strong warrior, I respect that."
        To ?????????:              "In a war of virtues, thou art an art."
        On any Death:              "To die in battle is the most glorious death of
        On Shar-Teel's Death:      "'Tis a shame to lose such an accomplished
        First Speech:              "Ho travellers, hold a moment."
        Fleeing:                   "This adventure has gotten out of hand."
        Battle Cry:                "*whistles*"
        Happy:                     "I think we all deserve a pat on the back."
        Unhappy:                   "I cannot give my approval for what we've just
        Unhappy:                   "If our fellowship continues in this vein, I may
                                   have to leave."
        Leaving:                   "I can't stay with this group any longer.  I
                                   have to call it quits."
        Becoming Leader:           "I think my new responsibility will be a great
                                   deal of fun."
        Tired:                     "Even the most prolific adventurer must take
                                   some time to rest."
        Bored:                     "My worst fate is reserved for sitting and
                                   doing... nothing."
        Badly Wounded:             "Ugh... it's only a flesh wound."
        Selected 1:                "Life is adventure, or nothing."
        Selected 2:                "Yes?"
        Selected 3:                "What is your bidding?"
        Repeated Selected 1:       "The storm is always preferable to the calm."
        Repeated Selected 2:       "The essence of pleasure is spontenaity."
        Repeated Selected 3:       "You can't live without a little adventure."
        Repeated Selected 4:       "Luck is always on the side of the romantic."
        Action Acknowledgement 1:  "Luck be a Lady."
        Action Acknowledgement 2:  "Great peril yields great beauty."
        Action Acknowledgement 3:  "Wherever Fate takes me."
        To Safana:                 "Safana, you are full of such subtle wit and
        To Safana:                 "Sometimes, Safana, I find myself attracted to
                                   you, despite your shallow spiteful demeanor."
        To Safana:                 "You've been dominating my thoughts recently,
                                   Safana.  It's distracting my work."
        Reply to Safana:           "If you weren't such a self-serving wench... I
                                   don't think I'd find you half as attractive."
        Reply to Safana:           "Admit it, Safana, you sometimes find me to your
        Reply to Safana:           "You are rather uncouth today."
        Reply to ??????:           "I don't appreciate your humor."
        Reply to ??????:           "I accept your compliments."
        To ????????:               "A fine figure like yours shouldn't be risked in
                                   an occupation such as adventuring."
        To ????????:               "A more beautiful girl I don't think I've laid
                                   eyes on."
        To ????????:               "You have the most beautiful...uh...eyes."
        On any Death:              "I grieve to lose a friend."
        On Safana's Death:         "I wish we had more time to know each other,
        First Speech:              "Minsc continues to make the most... unique of
                                   acquaintances.  But for his charge thou art
                                   brave indeed."
        Fleeing:                   "These odds are idiocy!  Retreat!"
        Happy:                     "This group shows... promise, exceptional."
        Unhappy:                   "Must I watch over this group as a Nanny a
        Unhappy:                   "I cannot abide by this decision.  'Tis idiocy."
        Leaving:                   "Thy manner is inexplicably evil.  I take my
        Battle Cry:                "For Right!  And I always am!"
        Badly Wounded:             "By the Three, I do not feel well inside."
        Becoming Leader:           "A wise choice to appoint the wiser."
        Tired:                     "Magic does not nest well in a tired mind.  I
                                   must sleep."
        Bored:                     "Might we move on?"
        In City:                   "Such bustle!  The cities of Rashaman are empty
        Selected 1:                "Thy called?"
        Selected 2:                "Whatever thy need."
        Selected 3:                "Thy wish my ear?"
        Repeated Selected 1:       "Go here, do that.  What about my needs?"
        Repeated Selected 2:       "These boots were made for walking, and that's
                                   just what they'll do."
        Repeated Selected 3:       "Who are thou to touch me like you know me?"
        Repeated Selected 4:       "Watch thee where thy place thy pointer."
        Action Acknowledgement 1:  "As directed."
        Action Acknowledgement 2:  "No less than done."
        Action Acknowledgement 3:  "As well as I can."
        To Minsc:                  "Ull... Must thou keep that rodent so close?
                                   'Tis surely unclean."
        To Minsc:                  "Stand easy Minsc.  Thy needs not be so
        Reply to Edwin:            "Evil to thy cause?  Perhaps.  However, those of
                                   decent nature know otherwise."
        Reply to ?????:            "Any protection would be courtesy not necessity,
                                   my power is no less than thine."
        Reply to ?????:            "Thou shalt not question my will once I present
                                   thy neck to the Orth Lor (??)"
        Reply to ?????:            "I pray thee did not kiss thy mother with that
        Reply to ?????:            "Thou art right indeed.  After my own heart."
        Reply to Viconia:          "Thou art fluent in compliments.  Some might say
        To ?????????:              "I'll thank thee to remain upwind.  'Tis hard to
                                   cast spells while I gag."
        About Edwin:               "I should keep an eye towards Edwin.  One can
                                   only expect treachery from his kind."
        Reply to ???????:          "Thy decency is refreshing.  So many we meet
                                   are... lacking."
        On any Death:              "No more mistakes people.  We can afford no more
        On Minsc's Death:          "Minsc!  Minsc... his mighty berserker wrath
                                   will not go unremembered."
        First Speech:              "Go no further!  I require the services of your
                                   group.  (Yes, they will do nicely.)"
        Fleeing:                   "Enough of this.  Let these fools lose their own
        Battle Cry:                "Your worthless lives end here."
        Happy:                     "A rare display of intelligence, undoubtedly
        Unhappy:                   "I thought I could think no less of this group,
                                   but with this behavior...!"
        Unhappy:                   "I can stand no more!  Our deal is void!
        Leaving:                   "Our deal is void!  I cannot stand your
                                   continued waste of resources.  We are at odds
        Becoming Leader:           "They finally realize my true place."
        Tired:                     "I'll not keep this pace without rest soon!"
        Bored:                     "Inactive outward, inactive inward.  (Why do I
                                   suffer these fools?)"
        Badly Wounded:             "Strange... I do not feel so well."
        Selected 1:                "Again you disturb me."
        Selected 2:                "You are so irritating."
        Selected 3:                "WHAT is it NOW?"
        Repeated Selected 1:       "I do not understand this 'mouse magic' that
                                   makes me do your bidding."
        Repeated Selected 2:       "Elminster this, Elminster that.  Give ME 2000
                                   years and a pointy hat, and I'll kick his arse!"
        Repeated Selected 3:       "Please don't disturb me while I plot to
                                   overthrow you."
        Repeated Selected 4:       "They continue under the delusion that I care at
        Action Acknowledgement 1:  "As directed, for now."
        Action Acknowledgement 2:  "If I must."
        Action Acknowledgement 3:  "My actions are yours."
        Reply to Dynaheir:         "This witch deceives you with her lies!  I tell
                                   you she is evil!"
        Reply to Dynaheir:         "There is no protection if you goad me further,
        About Dynaheir:            "Her power is nothing without the will to use
                                   it.  Step out from behind your excuses and let
                                   us end this here!"
        Reply to ???????:          "'Tis welcome you find no fault with one such as
        Reply to ???????:          "Her company is refreshing, but I am surprised I
                                   find it so."
        Reply to ???????:          "No harm shall come to her as I yet live."
        Reply to ???????:          "Watch your words when addressing me lest they
                                   be fed to you on the end of my boot."
        Reply to ???????:          "Your words please, though I know not their
        Reply to ???????:          "This group be a damned sight better off without
        ??????:                    "Must you crowd so close so close?  'Tis bad
                                   enough I must walk with you chimps."
        Reply to ???????:          "Typical response... I wonder if they will prove
                                   useful at all..."
        On any Death:              "On discarded.  I'll have to find another group
                                   if this keeps up."
        On Dynaheir's Death:       "Checkmate!  At last the witch dies!"
        ??????????:                "Ohh... I'm not much help for you.  I'll just
                                   sit with the pretties and watch them sparkle."
        ??????????:                "Aah!  Help!"
        ??????????:                "I sad, but... sparkle makes for happy."
        ??????????:                "I not like sad thoughts.  I go sit with the
        ??????????:                "I once had shinies piled up to the sky.  I no
                                   remember where they are."
        ??????????:                "You find me friends... ok?"
        First Speech:              "Gentlemen, gentlewomen, may I introduce myself.
                                   I am Eldoth Kron."
        Fleeing:                   "Better a coward than a dead man."
        Battle Cry:                "If we must."
        Happy:                     "I'm glad to be associated with such a fine
                                   group of gentlemen."
        Unhappy:                   "This party's direction seems to be somewhat
        Unhappy:                   "I don't know how much longer I can bear the
                                   company of so many fools."
        Leaving:                   "Goodbye now.  Hope to never see you again."
        Badly Wounded:             "Help!  My injuries are grievous!"
        Bored:                     "If I wanted to live a life of tedium, I would
                                   have become a monk."
        Tired:                     "I think it would be well to stop and rest."
        Becoming Leader:           "I take this responsibility knowing I am best
                                   suited for it."
        Selected 1:                "You're so dull."
        Selected 2:                "What's your worry?"
        Selected 3:                "Don't bore me."
        Repeated Selected 1:       "There is no evil but stupidity."
        Repeated Selected 2:       "There is no good or evil, only the charming and
                                   the tedious."
        Repeated Selected 3:       "Only shallow people don't judge by appearance."
        Repeated Selected 4:       "The first duty in life is to be as artificial
                                   as possible."
        Action Acknowledgement 1:  "Certainly."
        Action Acknowledgement 2:  "As you command."
        Action Acknowledgement 3:  "This is so tedious."
        To Skie:                   "Skie, my little angel, a woman should know her
        Reply to Skie:             "Skie don't bother me right now."
        Reply to Skie:             "Be silent Skie!  It's not like your opinion is
                                   worth anything..."
        To Shar-Teel:              "Shar-Teel your lot in life is to make cookies
                                   and bear children.  Now shut up."
        Reply to ???????:          "Stop your whining, wench."
        Reply to ???????:          "Your wit is somewhat lacking."
        Reply to ???????:          "I knew that."
        Reply to ???????:          "Don't try my patience."
        To ?????????:              "Perhaps we could talk over wine tonight.  I've
                                   never met a lady such as you, and I'm desirous
                                   to know you better."
        Reply to ???????:          "Try to keep quiet and speak only when spoken
        To ?????????:              "You must be the most uninteresting person I
                                   have the honor of knowing."
        On any Death:              "Too bad."
        On Shar-Teel's Death:      "The wench had it coming."
        First Speech:              "I am Faldorn.  I have been looking for those
                                   who would fight for the sanctity of this
        Fleeing:                   "I will not waste my life here."
        Battle Cry:                "Rrrrraaa!"
        Happy:                     "We have pleased Oak Father.  I sense it."
        Unhappy:                   "Oak Father would frown on us now."
        Unhappy:                   "I cannot standby people of such little
        Leaving:                   "I will have nothing more to do with your lot."
        Becoming Leader:           "I will do as best I can as your leader."
        Tired:                     "*yawn* All of nature's children must rest
        Bored:                     "There is much to do, and little time to waste."
        Badly Wounded:             "Uhh... I am wounded."
        In Forest:                 "The sanctity of these woods must be preserved."
        In City:                   "Cities are a blight on the beauty of nature."
        Selected 1:                "Nature is all."
        Selected 2:                "I am one with nature."
        Selected 3:                "You ... want something?"
        Repeated Selected 1:       "Why must Man always despoil the Oak Father's
        Repeated Selected 2:       "Man is the least grateful of nature's
        Repeated Selected 3:       "Oak Father, please forgive your wayward brood."
        Repeated Selected 4:       "I am angry.  Don't talk to me now."
        Action Acknowledgement 1:  "I will do that."
        Action Acknowledgement 2:  "Of course."
        Action Acknowledgement 3:  "Rrrruhhh!"
        To Jaheira:                "You are a fool, Jaheira, to think that Man can
                                   live with nature and not destroy it."
        To Jaheira:                "You dilute our order with your compassionate
        To Jaheira:                "One day woman, you and I will settle our
        To Jaheira:                "Jaheira.  Your choice of a mate suits your
                                   weakling nature."
        To ????????:               "It's time I rid our fellowship of your...
                                   unwholesome influence."
        Reply to ????????:         "I... I don't know why you speak to me so!"
        Reply to ????????:         "I have no quarrel with you.  Please, don't
                                   create one."
        Reply to ????????:         "I thank you."
        Reply to ????????:         "You have more wisdom than the others give you
                                   credit for."
        Reply to ????????:         "I am glad to adventure with one who respects
                                   our Oak Father's kingdom."
        Reply to ????????:         "Your shallow regard for nature sickens me!"
        On any Death:              "Death is a natural end, that everyone must
        On Jaheira's Death:        "Her poisonous influence has been ended."
        First Speech:              "Hello there.  I have a pretty proposal for
        Fleeing:                   "Brave brave Sir Garrick, Sir Garrick led the
                                   way.  Brave brave Sir Garrick, Sir Garrick ran
        Battle Cry:                "Once more unto the breach dear friends!"
        Happy:                     "If man is known by the company he keeps, I
                                   shall be known gloriously."
        Unhappy:                   "Why did we just do that?"
        Unhappy:                   "I can't stand by and just let this happen."
        Leaving:                   "I'm sorry but I have to leave.  I can't
                                   stomach what we do anymore."
        Becoming Leader:           "I feel a little unprepared for this job, but
                                   I'll try my best."
        Tired:                     "A yawn is a silent shout."
        Bored:                     "A bored man is an angry man."
        Badly Wounded:             "My goodness!  I think I'm dying!"
        In Forest:                 "I think that I shall never see a poem as lovely
                                   as a tree."
        In City:                   "It's a beautiful day in the neighborhood."
        Selected 1:                "Yes, sir?"
        Selected 2:                "I am at your service."
        Selected 3:                "Life is glorious."
        Repeated Selected 1:       "Give and spend, and the gods will send."
        Repeated Selected 2:       "Make short the miles with talk and smiles."
        Repeated Selected 3:       "Love makes the world go round."
        Repeated Selected 4:       "Music has charms to soothe the savage breasts."
        Action Acknowledgement 1:  "At once."
        Action Acknowledgement 2:  "With god's speed."
        Action Acknowledgement 3:  "With joy, sir!"
        To Skie:                   "Perhaps you'd care to hear my music, Skie.
                                   It's very different and somewhat better than
        To Skie:                   "Why do you stay with Eldoth, Skie?  Can't you
                                   see that he's just using you?"
        To Eldoth:                 "Don't speak to Skie that way, Eldoth; she
                                   deserves better."
        To Eldoth:                 "My music is superior to yours, Eldoth; I was
                                   taught at the college in Verdusk."
        To Skie:                   "A girl of beauty is a joy forever."
        To Tiax:                   "I think you need to learn some manners."
        Reply to ???????:          "Thank you so very much for your most gracious
        Reply to ???????:          "I don't know what I did to deserve THAT."
        Reply to ???????:          "It takes two to make a quarrel."
        To ?????????:              "I think you're an honorable person."
        To ?????????:              "I don't remember knowing a more caring person."
        On any Death:              "The world is such a cruel place."
        On Skie's Death:           "No!  Why her?  She didn't deserve this."
        First Speech:              "Heya!  It's me!  Imoen."
        Fleeing:                   "Getting out alive, I am.  There's nothing for
                                   me here now."
        Badly Wounded:             "I feel so cold."
        Unhappy:                   "Mutton mongerin riff raff."
        Tired:                     "*yawn* I'm getting a little sleepy."
        Battle Cry:                "My blade will cut ya down to size!"
        Becoming Leader:           "Yer all buffle headed."
        Selected 1:                "I care not."
        Selected 2:                "Whatcha want?"
        Selected 3:                "Yep?"
        Selected 4:                "Yer a queer fellow."
        Repeated Selected:         "Do ya wanna tell me a story about trollops an
                                   plug tails?  Please?"
        Repeated Selected 2:       "I know nothing more, so leave me to go."
        Repeated Selected 3:       "Good on you if you save the day."
        Repeated Selected 4:       "Back home, Puff-Guts would always tell me a
        Action Acknowledgement 1:  "I am gone."
        Action Acknowledgement 2:  "I've done had enough of this."
        Action Acknowledgement 3:  "This way."
        ??????????:                "BOOOring"
        On any death:              "Poor sod, taking the dirt nap so soon."
        ??????????:                "There's something most unnatural here, and I
                                   want no part of it."
        ??????????:                "I told ya it was Eldoth what done the deeds.  I
                                   know nothing more, so leave me to go."
        First Speech:              "How long must we wait here?  Things stir to the
                                   south as we sit!"
        Fleeing:                   "D'ah!  Better to fight this battle when 'tis
        Battle Cry:                "For the Fallen!"
        Happy:                     "Ooh... perhaps this group needs not quite as
                                   much help as I thought."
        Unhappy:                   "I... don't like the way this group is turning
                                   out.  Better leadership might help."
        Unhappy:                   "Decide you well your next move.  I'll not allow
                                   this to continue."
        Leaving:                   "You have shown your true nature, and we are
                                   henceforth enemies!"
        Becoming Leader:           "You couldn't have made a better choice."
        Tired:                     "I've just about seen enough waking hours, Slave
        Bored:                     "Shouldn't we be doing something USEFUL with
                                   this time?"
        Badly Wounded:             "I fear I need healing, lest I not survive."
        In forest:                 "Tread lightly, you must show respect in
                                   nature's house."
        In city:                   "This city is a blight on the landscape.  Better
                                   to have let the land grow wild."
        Underground:               "An open wound in mother earth, I would plug it
                                   had I the power!"
        At Night:                  "Darkness falls, and nature sleeps.  Why do we
                                   still tromp about?"
        Selected 1:                "Nature's servant awaits."
        Selected 2:                "Yes, oh omnipresent authority figure?"
        Selected 3:                "You've a task?"
        Repeated Selected 1:       "Ah, what now?  Need your pantaloons pressed?"
        Repeated Selected 2:       "By your command."
        Repeated Selected 3:       "This would be a good place for a hinge."
        Repeated Selected 4:       "If a tree falls in the forest, I'll kill the
                                   bastard what done it!"
        Action Acknowledgement 1:  "For the group."
        Action Acknowledgement 2:  "As you direct."
        Action Acknowledgement 3:  "'Tis good as done."
        To Khalid:                 "Khalid my dear, 'twould take a sailor to untie
                                   that tongue."
        ?????????:                 "Insufferable?"
        ?????????:                 "Beautiful?"
        To ?????????:              "Do you claim to fight evil while you are
                                   diabolic yourself?"
        To ?????????:              "I know nothing of gold, but you are nearly
                                   Zhentish in spirit.  Zshh, 'tis disgusting."
        Reply to ????????:         "You demonstrate your own pettiness.  It saves
                                   me the trouble so I take no offense."
        Reply to ????????:         "Ah ah... careful.  Ground tongue makes
                                   excellent fertilizer, especially with what
                                   you're spewing."
        Reply to ????????:         "Is grass not made of blades?  Do stars not
                                   shoot?  Nature be well armed and demands so of
                                   her servants."
        Reply to ????????:         "You are ... amusing.  In a what-the-hell is
                                   wrong with you kind of way."
        To ??????????:             "Seldom do I find so little fault with someone.
                                   I hope it lasts."
        To ??????????:             "Keep your distance.  I doubt your motives are
                                   as you claim."
        On any Death:              "No sorrow for those lost in righteous battles."
        On Khalid's Death:         "Blast it Khalid!  You die!  I swear you'll
                                   never hear the end of it!"
        First Speech:              "Greetings, I am Kagain, what can I do for you?"
        Fleeing:                   "This isn't worth dying over."
        Battle Cry:                "Oh for the love of money..."
        Unhappy:                   "You buncha chumps, what the hell do ya think
                                   you was doing?"
        Unhappy:                   "Unh... do-gooders always make me want to
        Leaving:                   "That's it!  This dwarf is leaving!"
        Becoming Leader:           "As leader I plan to make us stinking rich!"
        Tired:                     "Even a dwarf's got a limit to his stamina."
        Bored:                     "Waiting around isn't going to make us any
        Badly Wounded:             "Unh... this dwarf's not feeling too good."
        In forest:                 "Damn forest!  Always reminds me of pansy
        Underground:               "I like it here... where the ghoul grows."
        Selected 1:                "I don't wanna talk."
        Selected 2:                "Go pester someone else!"
        Selected 3:                "I need an ale..."
        Repeated Selected 1:       "The only thing better than gold... is more
        Repeated Selected 2:       "You pugs are starting to piss me off!"
        Repeated Selected 3:       "Gold runs the world, kid.  The faster you learn
                                   that, the better life will treat ya."
        Repeated Selected 4:       "If I had a copper for every moron I've run
                                   across, I could buy Baldur's Gate!"
        Action Acknowledgement 1:  "Urrp... sure."
        Action Acknowledgement 2:  "Alright."
        Action Acknowledgement 3:  "Why me?"
        To Yeslick:                "You're the stupidest dwarf I've ever met!
                                   You're an embarassment to dwarves everywhere!"
        To Yeslick:                "Yeslick, your stupid mine is what started all
                                   this trouble!"
        Reply to Yeslick:          "Yeslick, shut your lousy mouth and get out of
                                   my face!"
        Reply to Yeslick:          "You're an imbecile Yeslick!  If you piss me off
                                   one more time, I'm going to rip your head off!"
        Reply to Yeslick:          "You lousy excuse for a dwarf!  I'm going to rip
                                   you a new arse!"
        Reply to ???????:          "You should shut up."
        Reply to ???????:          "Keep on talking that way, and I'm going to
                                   stuff your mouth full of horse dung!"
        Reply to ???????:          "Shut up and show me the money!"
        Reply to ???????:          "Are you some kind of a moron?  What did you
                                   think you was doing?"
        To ????????:               "Altruistic moron..."
        Reply to ????????:         "Ya dolt!  Shut yer trap before it gets ya into
        On any Death:              "Better them than me."
        On Yeslick's Death:        "Stupid dwarf was going to die sooner or later."
        First Speech:              "Calm yourself dear, we must proceed carefully."
        Fleeing:                   "Better part of valor!  Better part of valor!"
        Battle Cry:                "Oh... my... heart's really not in this."
        Happy:                     "Gorion would be proud of your actions."
        Unhappy:                   "Gorion would have none of this, 'tis shameful!"
        Unhappy:                   "I'll not have a part in this.  Change your
                                   course lest I be forced to stop you!"
        Leaving:                   "I will not allow this, it's utterly evil!"
        Becoming Leader:           "If you wish, but I'm not a very inspiring
        Tired:                     "I think much clearer with rest... might we...
        Bored:                     "I prefer these long periods of relaxation.  A
                                   lovely day for it."
        Badly Wounded:             "I'm getting weaker... I'll need a healer as
                                   soon as possible."
        In forest:                 "I am much more at east in the forest."
        In city:                   "Cities are always so intimidating, so many
        Underground:               "There are so many places I would rather be..."
        During the Day:            "Sunny or not, 'tis nice to enjoy the
        At Night:                  "Even with Infravision, I prefer the Daylight."
        Selected 1:                "Can I help you?"
        Selected 2:                "You have need of me?"
        Selected 3:                "Wha..? *ahem* Yes?"
        Repeated Selected 1:       "If at first I don't succeed... the wife won't
                                   let me forget."
        Repeated Selected 2:       "Th-th-that's all folks."
        Repeated Selected 3:       "Ch-ch-ch *hehe* ch-ch-chia!"
        Repeated Selected 4:       "Click on someone your own size!"
        Action Acknowledgement 1:  "If none are better."
        Action Acknowledgement 2:  "I can, but try."
        Action Acknowledgement 3:  "I'll... do my best."
        To Jaheira:                "Please!  Jaheira!  You needn't be so so... uh."
        ??????????:                "Yes, that's definately it!"
        ??????????:                "Yeah, no no no!  Stay beautiful... despite
        To ??????????:             "Usually everyone proves themselves, but there
                                   is something... disturbing about you."
        To ??????????:             "I had thought none could be so beyond the
                                   b-bounds of goodness!  Surely you need h-help!"
        Reply to ?????????:        "Sharpen your tongue elsewhere.  Everyone
                                   deserves a chance."
        Reply to ?????????:        "You ... must you continually....?"
        Reply to ?????????:        "Oh.. uh... Thank you!"
        To ??????????:             "I don't mean to be confrontational, but could
                                   you be a little less... evil?"
        Reply to ?????????:        "Your honesty is refreshing, but lace it well
                                   with tact."
        To ??????????:             "Your company is a welcome part of this group."
        On any Death:              "Another friend fallen... does it never end?"
        On Jaheira's Death:        "Ja-Jaheira!  No! Noooooooo!"
        First Speech:              "Hail.  It is not often that I come across
                                   strangers in this part of the world."
        Underground:               "Why must we emulate the ways of the Dwarven
                                   Folk by crawling about these warrens."
        In City:                   "This city is an example of man's excesses.  I
                                   wish it would be gone from this miserable
        Happy:                     "That was a noble deed."
        Unhappy 1:                 "I don't agree with our parties' course of
        Unhappy 2:                 "I won't stand for such behavior again."
        Leaving:                   "I can not allow this to go on!  Defend
        To Viconia:                "Stay away from me, Dark Elf!"
        To Viconia:                "How are we to trust one who venerates the
                                   Spider Queen?"
        To Viconia:                "Your evil ways will bring you ruin, Dark Elf!"
        To Viconia:                "Don't make me warn you again Drow, your next
                                   slip will be your last!"
        To ?????????:              "You are a valuable companion."
        To ?????????:              "Your courage shames the others."
        Reply to Viconia:          "You dark hearted bitch!  You'll die for that!"
        Reply to Viconia:          "Watch what you say!"
        Reply to Viconia:          "Shut your mouth!"
        Reply to Ajantis:          "Your candor is appreciated."
        Reply to ?????????:        "Shut up!  Your chattering will drive us all
        On any Death:              "One more friend to mourn."
        On Viconia's Death:        "May Viconia's soul rot in Hell!"
        Badly Wounded:             "I don't know how much longer I can go on."
        Battle Cry:                "Raaaugh!"
        Becoming Leader:           "I will lead for as long as needed."
        Bored:                     "Oh please, we have tarried long enough."
        Tired:                     "*yawn* It is time for us to rest."
        Selected 1:                "Yes?"
        Selected 2:                "What do you want?"
        Selected 3:                "Don't bother me."
        Repeated Selected 1:       "There is a time for talk, this is not such
        Repeated Selected 2:       "Oh my soul aches for my lost Daeheriana (SP?)"
        Repeated Selected 3:       "We must not waste time on idle chatter!"
        Repeated Selected 4:       "My need for revenge gives me strength to go
        Action Acknowledgement 1:  "Aye."
        Action Acknowledgement 2:  "As you wish."
        Action Acknowledgement 3:  "Grr!"
        Running Away:              "Retreat you fools!  We have no hope to win!"
        First Speech:              "Stand and deliver.  That my hamster may have a
                                   better look at you!"
        In forest:                 "Boo likes the forest."
        At Night:                  "Ah... night time, good for sneaking up on
        Battle Cry:                "Go for the eyes boo!  Go for the eyes!
        Happy:                     "Camaraderie, Adventure, and Steel on Steel.
                                   The stuff of legends!  Right, Boo?"
        Unhappy:                   "Yes Boo, I agree.  This group could do with a
                                   swift kick in the Morals!"
        Unhappy 2:                 "If I continue with this I'll never look Boo in
                                   the eyes again!  Choose carefully, I'll not let
                                   this come to pass!"
        Leaving:                   "You have stepped behind the line of evil!
                                   Taste Hamster justice!"
        On Dynaheir Leaving:       "As Dynaheir goes, so goes my Blade."
        Bored:                     "My hamster is getting antsy.  If we be
                                   Adventurers, let us Adventure!"
        On any death:              "No finer a place to die than on the
        On Dynaheir's Death:       "Dynaheir!  Noooo!  You will be avenged!"
        To Garrick:                "Play on Bard, tis sweet music to my furry
        To ?????????:              "Boo does not like your manner... away with
        Reply to Safana:           "I take no offense from your comments.  You just
                                   don't understand the bond I have with Boo."
        Reply to ????????:         "Your words are as sharp as my blade, although
                                   not half as shiny.  Ooh... shiny!"
        Becoming Leader:           "Magic is impressive.  But now, Minsc leads,
                                   swords for everyone!"
        Tired:                     "I must rest.  I've got a bad case of Armor
        Badly Injured:             "I need aid soon, lest my Hamster become... an
        Selected 1:                "Who wants some?"
        Selected 2:                "You point, I punch."
        Selected 3:                "Less talk, more fight!"
        Action Acknowledgement 1:  "Full Plate and packing steel."
        Action Acknowledgement 2:  "Butt kicking for Goodness!"
        Action Acknowledgement 3:  "Squeaky wheel gets the kick!"
        ??????????:                "No!  Despair not!  I will inspire you by
                                   charging blindly on!"
        ??????????:                "Evil round every corner, careful not to step in
        ??????????:                "Fool me once, shame on you, fool me twice...
                                   Watch it!  I'm Huge!"
        ??????????:                "When the going get tough, someone hold my
        ??????????:                "There be safety in numbers, and I am two or
                                   three at least!"
        ??????????:                "Make way evil!  I'm armed to the teeth, and
                                   packing a Hamster!"
        ??????????:                "It is as you would have it.  It is my sworn vow
                                   to see that your every need is catered to."
        ??????????:                "Lay a finger on what I protect, and forevermore
                                   you will answer nature's call... with a hook!"
        ??????????:                "Stand you not too close, Dynaheir is under my
        ??????????:                "I am a man of few words, and few hesitations.
                                   Warnings past, and now you die!"
        ??????????:                "You travel with Minsc, you toe the line!  I
                                   won't suffer slackers while I'm busy Heroing!"
        ??????????:                "Choose your friends wisely, not all are as
                                   trustworthy as Minsc and Boo."
        First Speech:              "He already be disturbed, now leave me be!  Yer
                                   company be toil enough as is."
        In Forest:                 "I hate the woods!  Prey be so much easier to
                                   find in the city."
        Underground:               "Dungeons... the dark be nice, but BLAST this
        Fleeing:                   "A pox on ye!  I'll no lose my neck to this
        During the Day:            "I be much preferring the cover of night o'er
                                   this blasted daylight!"
        Happy:                     "Effective.  I may kill you after all."
        Unhappy:                   "Ye goody goodies make me sick!"
        Unhappy:                   "Any more of your 'nice nice' and I'm gone."
        Leaving:                   "I'll suffer this group no more!  Best ye sleep
                                   with one eye open."
        On any Death:              "Fool!  Now we'll need another mule!"
        On Xzar's Death:           "And the mad wizard falls!  Saves me the
        Tired:                     "If I'm not allowed to sleep, our next
                                   assailants may just live."
        Bored:                     "A good blade must be fed, find prey, or I find
        Badly Wounded:             "A death be in me, if I no get help!"
        Battle Cry:                "And the rivers run red!"
        Becoming Leader:           "I have no equal, but I prefer to work alone."
        Selected 1:                "Ye spoke at me?"
        Selected 2:                "This better be good."
        Selected 3:                "What need ye dead?"
        Repeated Selected 1:       "I warrant your attention?  Oh frabgerous day,
                                   kaloo kaley!"
        Repeated Selected 2:       "Arrrrr!"
        Repeated Selected 3:       "Leave me be, lest your head leave your neck!"
        Repeated Selected 4:       "What part of 'I'm a Loner' do ye not
        Action Acknowledgement 1:  "Go suck your blade."
        Action Acknowledgement 2:  "I'll do yer toil."
        Action Acknowledgement 3:  "Sleep lightly taskmaster..."
        ?????????????:             "My equal is a talent of many men... all of them
        ?????????????:             "I've suffered yer company as long as I'm going
                                   to.  Ye could be Harper's the way ye irritate me
        To ????????????:           "Keep yer distance ye goodie goodie.  I no like
                                   the smell of charity."
        To ????????????:           "Good or bad, ye'll go the way of all flesh."
        To ????????????:           "'Tis a wonder ye've lived as long as ye have!"
        Reply to ?????????:        "Do ye truly want your last words to be SO
        Reply to ?????????:        "Do not make light of me!  My purpose is greater
                                   than you could imagine!"
        Reply to ?????????:        "Your wit be as sharp as my blade!  Do we
                                   exchange jabs?  Or will ye cease your prattle?"
        Reply to ?????????:        "Mayhap we should just be friendly more, and go
                                   for tea."
        Reply to ?????????:        "Ye live longer if ye don't annoy me.  Mayhaps
                                   even a week or more."
        First Speech:              "Walking alone on the Coastway Road, how smart
                                   is this?"
        In Forest:                 "Deciduous, Coniferous, and uh... Green."
        In Cave:                   "If I'm so smart, what am I doing down here?"
        At Night:                  "If I weren't so intelligent, I might be a
                                   little *gulp* nervous of the dark!"
        On any Death:              "The stupid will fall while the smart survive!"
        On Tiax's Death:           "Ah Tiax!  If any had asked I would have said
                                   that you were too dumb to live!"
        Happy:                     "This group may be capable of learning after
        Unhappy:                   "Tis a wonder that your brains can keep you
                                   breathing!  Try to behave!"
        Unhappy:                   "Only the truly inept would resort to such evil
                                   as this!  I won't stand much more!"
        Leaving:                   "I am getting stupid just being near you.  You
                                   are unteachable!  Goodbye!"
        Becoming Leader:           "At last you realized the potential of my
                                   amazing brain!"
        Tired:                     "If I go too long without rest, I'll end out as
                                   stupid as you!"
        Bored:                     "The mind atrophies with disuse, let's do
        Badly Injured:             "Hello!  I need healing here!"
        Selected 1:                "Can I... help you?"
        Selected 2:                "What do you need??"
        Selected 3:                "You grunted?"
        Action Acknowledgement 1:  "I'm too smart for this!"
        Action Acknowledgement 2:  "Is that all?"
        Action Acknowledgement 3:  "There's none better!"
        ??????????:                "Live smart, live long, run away!"
        ??????????:                "I am so Smart!  S, M, R, T... I mean S, M, A,
                                   R, T!"
        ??????????:                "Shake a paw, come on, shake a paw!"
        ??????????:                "Feel my amazing brain!  Go on, touch it!"
        ??????????:                "I wile away the hours, conferring with the
                                   flowers, consulting with the rain."
        To Tiax:                   "Ruler of the world, Hmmm?  Only if chosen by
                                   virtue of an uncluttered mind!"
        To Tiax:                   "Indeed you grow GRANDER by the moment.
                                   Although how a Fat Head will help, I do not
        ??????????:                "Oh yeah?  Well I've got more smarts in my
                                   little finger than you've got in your little
                                   finger!  No, wait a minute..."
        ??????????:                "Violence is a trademark of LOW INTELLIGENCE."
        ??????????:                "Well I certainly would have handled THAT
        ??????????:                "If you were smarter, you'd enjoy my company
        ??????????:                "If you need any help, you know, thinking, just
                                   let me know!  I'm here to help!"
        To Garrick:                "Mind not what others say, the intelligent enjoy
                                   your music regardless."
        Reply to ???????:          "OoooOooh!  Insult me again!  Only this time use
                                   your brain!"
        Reply to ???????:          "You don't expect me to belive that.  I'm too
                                   smart for your hidden insults."
        Reply to ???????:          "Who taught this chimp to talk?  What they can't
                                   do these days!"
        First Speech:              "I've been looking for strong men, like
        In City:                   "This city is a beautiful place.  So full of the
                                   gullible and stupid."
        Unhappy:                   "I really think this party needs new
        Unhappy 2:                 "To lead this party, we need someone
                                   intelligent, preferably female, and most likely
        Leaving:                   "I've tried to guide this group in the right
                                   direction, but I'm tired of trying.  Goodbye."
        To Minsc:                  "My feet are very sore, perhaps you could
                                   massage them?"
        Reply to ???????:          "I love it when you speak to me that way!"
        Reply to Coran:            "I assume, Coran, that you think that your elven
                                   charms are considerably.  Let me enlighten you,
                                   they aren't!"
        Reply to ???????:          "You have about as much appeal as a rotting owl
        Reply to ???????:          "You think that I'd surrendur myself to the
                                   likes of you?  That's a laugh!"
        Reply to Coran:            "Watch what you say, Elf!"
        Reply to Coran:            "I might find you attractive, Coran, if you
                                   weren't so irritating."
        Reply to ???????:          "I like it when you are nasty to me."
        Reply to ???????:          "You could be... somewhat more creative in your
        Reply to ???????:          "Oh I always love a good compliment."
        To ?????????:              "You're a very sexy man."
        To ?????????:              "I'd love to see what... other skills you
        On any death:              "The rest of you should be careful, lest you end
                                   up like our... unfortunate friend."
        On Coran's Death:          "Don't die silly elf.  I didn't mean all the
                                   things I said!"
        Bored:                     "Perhaps we could do something a little more
                                   exciting than looking pretty."
        Becoming Leader:           "This is probably the sanest decision this group
                                   has ever made."
        Tired:                     "A woman needs her beauty rest."
        Badly Wounded:             "I'm hurt, stop what you are doing and help me
                                   right now."
        Selected 1:                "Yes, Dear?"
        Selected 2:                "I'll do anything."
        Selected 3:                "Oh, I feel so... sensual."
        Action Acknowledgement 1:  "If that's your desire."
        Action Acknowledgement 2:  "Of course, Darling."
        Action Acknowledgement 3:  "With pleasure."
        ??????????:                "Nothing's worth dying for."
        ??????????:                "Mmmm... I keep very... pleasant company."
        ??????????:                "Between two evils, I always choose the one I
                                   haven't tried."
        ??????????:                "When I'm good, I'm very very good.  But when
                                   I'm bad... I'm better."
        ??????????:                "Everyone in this party is entitled to my
        First Speech:              "Hold travellers, I challenge your best warrior
                                   to a duel."
        Happy:                     "It seems this party isn't as pathetic as I
                                   first suspected."
        Unhappy:                   "This is the kind of stupidity we get with male
        Unhappy 2:                 "I can't take much more of this male
        Leaving:                   "Forget our deal, I'm leaving."
        Reply To Eldoth:           "Say another word, Eldoth, and I'll cut out your
        Reply To Eldoth:           "Your impudence will one day get you killed,
        Reply To Eldoth:           "Watch your mouth Eldoth, or I'll end your life
                                   where you stand."
        Reply to Eldoth:           "You were warned Eldoth, now reap the
        Reply to ??????:           "Flattery will get you nowhere."
        Reply to ??????:           "*laughs* You're such a funny man!  That's why
                                   I'm going to kill you last."
        Reply To ??????:           "How would you like my sword tickling your
        To ??????:                 "Useless male dungheap."
        To ??????:                 "I spit on your manhood!"
        To ??????:                 "Don't think yourself second to any man!"
        To Eldoth:                 "Eldoth you're a impudent degenerate lout who
                                   has delusions of male superiority."
        On any Death:              "More carrion for the vultures."
        On ??????'s Death:         "The swine had it coming."
        Tired:                     "Some rest is in order."
        Bored:                     "This is such a waste of time.  Or should I say
                                   that MEN are such a waste of time."
        Badly Hurt:                "I don't have time to bleed."
        Battle Cry:                "Eat steel, scum!"
        Becoming Leader:           "I'll lead this party better than any man
        Selected 1:                "If it bleeds, I can kill it."
        Selected 2:                "I love bloodshed."
        Selected 3:                "Men are pathetic."
        Repeated Selected 1:       "Life is made fun by crushing your enemies."
        Repeated Selected 2:       "Sometimes the smell of a man makes me sick to
                                   my stomach."
        Repeated Selected 3:       "Steel is the only thing that a woman can depend
        Repeated Selected 4:       "Men never think with their minds."
        Action Acknowledgement 1:  "Really?"
        Action Acknowledgement 2:  "I'll do it."
        Action Acknowledgement 3:  "Okay."
        ??????????:                "Discretion is the better part of valor."
        First Speech:              "Eldoth I thought I'd never see you again."
        Meet without Eldoth:       "Please help me!"
        On any Death:              "*sniffle* I can't believe he's dead."
        On Eldoth's Death:         "What am I going to do?  You can't die, Eldoth,
                                   you can't!"
        Happy:                     "You're the finest group of friends I've ever
        Unhappy:                   "I don't think what we are doing is morally
        Unhappy 2:                 "All of you are such pigs."
        Leaving:                   "I can't take this anymore!  I'm going back
        To Eldoth:                 "Eldoth, why do you treat our companions so
        To Eldoth:                 "I love you... Eldoth."
        To Eldoth:                 "Why do you always have to make fun of me?  I
                                   hate you!  Get away from me!"
        To Eldoth:                 "Eldoth tell them to stop being so cruel!"
        To Garrick:                "I'd love to hear your music Garrick."
        To Garrick:                "Eldoth is a kind man.  He cares about me,
        To ???????:                "You're a good friend."
        To ???????:                "I feel safe with you in the party."
        To ???????:                "I think you're a beautiful person."
        Reply to ????????:         "Thank you, you're very kind."
        Becoming Leader:           "I don't know if I can handle this Leadership
                                   Thing, but I'll give it a try."
        Tired:                     "I'm getting tired, can we take a rest soon?"
        Bored:                     "I'm... so... Bored!"
        Badly Wounded:             "Aah!  I'm hurt... help."
        Selected 1:                "Can I help you?"
        Selected 2:                "Ah, I broke a nail."
        Selected 3:                "Ah, I mussed my hair."
        Action Acknowledgement 1:  "Mm, my feet hurt."
        Action Acknowledgement 2:  "I have a cold."
        Action Acknowledgement 3:  "I have a headache."
        ??????????:                "Do you like my perfume?"
        ??????????:                "Let's go shopping!"
        ??????????:                "It's been so long since I've had a hot meal!"
        ??????????:                "I wanna go home..."
        ??????????:                "Oh, I'm sorry, did I do something wrong?"
        First Speech:              "Yo!  Tiax would speak at you!  For 'tis
                                   destined to be so."
        Fleeing:                   "Tiax will rule... from a distance."
        Battle Cry:                "Tiax will smite thee!"
        Happy:                     "Tiax is impressed with this group.  You will
                                   continue to serve him once he rules."
        Unhappy:                   "Tiax fails to see how this will aid in his
        Unhappy:                   "Continue with this... unprofitable behavior,
                                   and Tiax will seek his destiny elsewhere!"
        Leaving:                   "You are unworthy to sit at the feet of great
                                   Tiax.  I shall find another for that exalted
        Becoming Leader:           "As it should be.  Tiax was destined to lead."
        Tired:                     "Tiax needs rest, if he is to rule."
        Bored:                     "We get no closer to world domination just
                                   standing about!"
        Badly Hurt:                "Destiny had best hurry.  Tiax does not feel
                                   well... at all."
        In Forest:                 "When Tiax rules, this forest will be lumber for
                                   but a leg of his throne."
        In City:                   "When Tiax rules, the stones of this city shall
                                   build his castle."
        Underground:               "Why must Tiax traverse this dank hole.  Cyric
                                   said nothing of soggy boots!"
        During the Day:            "Tiax must squint in the sunlight.  One day...
                                   revenge shall be his!"
        At Night:                  "Night would DARE hamper the sight of Tiax?"
        On Quayle's Death:         "Ha ha ha ha!  Smart guy dies!  And Tiax goes on
                                   to RULE!"
        On any Death:              "Blast you!  Escaping the inevitable rule of
                                   Tiax by dying?  Coward!"
        Selected 1:                "Who DARES prod Tiax?"
        Selected 2:                "Tiax hears ya."
        Selected 3:                "Soon Tiax rules!"
        Repeated Selected 1:       "Ya little monkey spanker."
        Repeated Selected 2:       "When Tiax rules, britches shall not ride up so
                                   wedge like."
        Repeated Selected 3:       "Tiax does as ye will, but one day BOOM, he
        Repeated Selected 4:       "The day comes when TIAX will point and click!"
        Action Acknowledgement 1:  "Tiax is as Tiax does."
        Action Acknowledgement 2:  "Tiax will rule all!"
        Action Acknowledgement 3:  "Tiax moves!  Make way!"
        To Quayle:                 "Where will your learning get you when Tiax
                                   rules?  Duke of Manure at best!"
        To Quayle:                 "Sure ye be smart, but none are grander than
        Reply to ????????:         "Thou wouldst mock me?  Ye stiff rumped fool!"
        Reply to ????????:         "*weird noises* Tiax and his greatness shall
                                   squash you as a bug you *weird noises* insolent
        Reply to ????????:         "Your insults carry little sting.  Tiax knows he
                                   will rule in the end."
        Reply to ????????:         "You cup shot mutton head!  Tiax will slap ya
                                   silly!  When he rules."
        Reply to ????????:         "Aw, your goals are petty in comparison to the
                                   wonder of Tiax!"
        Reply to Garrick:          "Give thy tongue a holiday!  Tiax so commands!"
        ????????:                  "All the world will tremble beneath the feet of
        ????????:                  "Do as ye will, but 'tis for naught!  Tiax must
        ????????:                  "Has Tiax mentioned he is going to rule?  'Tis
        First Speech:              "Help me!  If you don't help me... he'll kill
        In forest:                 "Your forests seem very strange, and yet...
                                   somehow familiar."
        In caves:                  "Tis akin to my home, but home does not welcome
        Happy:                     "Shar looks upon us with favor."
        Unhappy:                   "Surface dwellers can be so stupid."
        Unhappy:                   "I am disappointed by our lack of progress."
        Leaving:                   "I have no desire to remain in the company of
                                   the witless!"
        To Dynaheir:               "You are one of the among us whom I can
        Reply to Kivan:            "Don't threaten me, Kivan, it shall only lead to
                                   your death!"
        Outdoors 1:                "There's no roof to this world."
        Outdoors 2:                "The light it burns!"
        Random:                    "Male, fetch me something to eat!"
        On Kivan's Death:          "It is sad that Kivan and I never understood
                                   each other."
        On any Death:              "Death is not something to mourn."
        Badly Wounded:             "Shar, save me from the Spider Queen's
        Battle Cry:                "Lil Alurl!  For Shar!"
        Becoming Leader:           "With the guidance of Shar we shall prosper!"
        Tired:                     "I must rest."
        Bored:                     "The Drow are never this idle with their time!"
        Selected 1:                "Jal Kahless?"
        Selected 2:                "Nightsinger, give me power."
        Selected 3:                "Oloth Zha?"
        Action Acknowledgement 1:  "Khaless Nau!"
        Action Acknowledgement 2:  "Nau natha."
        Action Acknowledgement 3:  "May Darkness prevail."
        ???????????:               "We must run!"
        ???????????:               "I pity you for your short lifespan."
        ???????????:               "I was born of a noble race."
        ???????????:               "Shar is a goddess of conviction and purpose."
        ???????????:               "I'll go where you wish, if you keep me from the
                                   accursed sun."
        First Speech:              "I thank you for my freedome, friends, for I
                                   have languished in these dismal vaults too
        Fleeing:                   "We're all doomed.  Run while we're still able."
        Battle Cry:                "Onward... to victory."
        Happy:                     "Oh!  Perhaps we'll survive longer than I had
                                   originally thought."
        Unhappy:                   "This group is especially hopeless today."
        Unhappy:                   "Keep up this evil, and we're deservedly
        Leaving:                   "I cannot abide by these actions.  I must take
                                   my leave of this barbaric fellowship!"
        Becoming Leader:           "While leader I will endeavor not to get all of
                                   us killed."
        Tired:                     "Certainly I shall collapse from exhaustion
                                   before I fall on the battlefield."
        Bored:                     "If we are doomed to fail, could we at least do
                                   it faster!?"
        Badly Wounded:             "My wounds are too grave!  I am a dead man..."
        In Forest:                 "The majesty of the forest makes me feel...
        In City:                   "The bustle of the city makes me feel
        During the Day:            "The sun shines and I am amazed we live to see
                                   another day."
        Selected 1:                "We're all doomed."
        Selected 2:                "Life... is so hollow."
        Selected 3:                "Our quest is vain."
        Repeated Selected 1:       "It is hardly worth the effort of trying."
        Repeated Selected 2:       "We delude ourselves to think our pitiable band
                                   will stand up to our enemies."
        Repeated Selected 3:       "Let us save our effort and just lie down and
        Repeated Selected 4:       "I'll do what I can, but expect very little."
        Action Acknowledgement 1:  "Whatever."
        Action Acknowledgement 2:  "Oh what is the point?"
        Action Acknowledgement 3:  "If you want..."
        To Eldoth:                 "Eldoth!  Could you stand away from me?  The
                                   stench is somewhat unnerving!"
        To Eldoth:                 "Perhaps, Eldoth, you could be a little more
                                   polite to our companions?"
        To Eldoth:                 "You could do us all a favor, Eldoth, by getting
                                   KILLED in the next battle!"
        To Ajantis:                "Have you ever wondered how... hollow your
                                   convictions sound, Ajantis?"
        To Ajantis:                "It seems our resident Suicide Monger, Ajantis,
                                   lives in a black and white world!"
        Reply to ?????????:        "If I wanted your opinion I would have asked for
        Reply to ?????????:        "I hope what you say was well intentioned."
        Reply to ?????????:        "Do not think I will endure your insults
        To ?????????:              "Your stupidity makes you a DOOMED MAN."
        To ?????????:              "Well, with you as my companion, who needs
        To ?????????:              "Around you I almost feel as if we have a
        On any Death:              "Another victim in our hopeless crusade."
        On Eldoth's Death:         "I would grieve for Eldoth, if it were not for
                                   the sense of joy I now feel!"
        First Speech:              "Montaron, you are so AGGRAVATING!  'Tis
                                   disturbing to my demeanor!"
        During the Day:            "I've never liked the Sunlight.  'Tis just...
                                   too bright!"
        In forest:                 "The trees move... do you not see it?"
        In city:                   "A cuthroat in every alley... but I'll not let
                                   them take us alive!"
        Underground:               "Oh I'm never quite so comfortable as when I'm
                                   at least six feet under!"
        Happy:                     "Smiles everyone!  Smiles!  This is like some
                                   great fantasy."
        Happy:                     "I'm starting to find this group almost...
        Unhappy:                   "Must we be so insufferably CHARITABLE??"
        Unhappy:                   "I'll not tolerate any more of this
        Leaving:                   "I can take this no longer.  May you all die
                                   cold miserable deaths!  Farewell!"
        To Montaron:               "Tell us a story, Monty, something with Bears
                                   and Gold."
        To Montaron:               "Ha ha there Montaron.  Quite the fight, eh,
        To Montaron:               "Oh, come on Montaron lighten up!  Must you be
                                   so moody all the time?"
        Reply to ????????:         "Oh speak no more, lest ye gorge my sweet
        Reply to ????????:         "I'll not be mocked, thou most slanderous
        Tired:                     "I tired.  I'll be much more agreable with
        Bored:                     "Much as I enjoy these moments of repose, get a
                                   move on it!"
        On Montaron's Death:       "Montaron... I ... I never loved you!"
        On any Death:              "I suppose I should feel a sense of loss.  How
                                   unfortunate, I don't care!"
        Badly Wounded:             "Mommy, I don't feel too good."
        Battle Cry:                "I have become death!  Destroyer of Worlds!"
        Becoming Leader:           "A wise choice for leader.  *evil laugh*"
        Selected 1:                "Something troubling you?"
        Selected 2:                "Your voice is Ambrosia."
        Selected 3:                "Stop touching me!"
        Repeated Selected 1:       "Tell me about the rabbits."
        Repeated Selected 2:       "Those the gods wish to destroy, they first make
                                   mad!  Mad!!"
        Repeated Selected 3:       "I ate his liver with a nice Chianti and some
                                   fava beans."
        Repeated Selected 4:       "I'll teach your grandmother to such eggs."
        Action Acknowledgement 1:  "If I must!"
        Action Acknowledgement 2:  "I could do no other."
        Action Acknowledgement 3:  "Hardly worth my time."
        Random:                    "I know dragons with feet like rabbits, tis true
                                   I swear!"
        ?????????:                 "Wah!  Mommy, I'm a scared!"
        ?????????:                 "I wanted Infravision like the elves.  But it's
                                   more than taking their eyes..."
        ?????????:                 "Why must you goad us into other peoples
                                   concerns?  Can you not just let us mind our own
        ?????????:                 "I begin to see your true nature, and tis as I
                                   expected.  None are as insufferably righteous as
        ?????????:                 "Ah yes, the chatter of friends and compatriots.
                                   Does it not... warm the cockles?"
        First Speech:              "Aye, who' there now?  More smithing?  Or did
                                   you burrow into another river?"
        Happy:                     "We do good, just as my clan long ago."
        Unhappy:                   "There'll be dark horizons if we don't change
                                   our ways."
        Unhappy 2:                 "I've seen enough greed and evil.  Change your
                                   ways lest enemies we be."
        Unhappy 3:                 "Ye be no better than the throne themselves.
                                   I'll not stand by while this happens!"
        To ??????????:             "'Twould be good if you tithed a few golds now
                                   and then.  The favor of gods is worth a few
        To ??????????:             "You sold your morays for the love of gold.  All
                                   Dwarves are kin, but I'll not call you family!"
        To ??????????:             "Friendships last when gold is long gone.
                                   Perhaps you should be a little nicer to the
        To ??????????:             "I've been through enough without suffering you
                                   as well.  Be gone!"
        To ??????????:             "Watch what ye say.  Good natured, I am.  But I
                                   swing a mean axe when evil's concerned."
        To ??????????:             "We fight for what's right, but you needn't take
                                   such pleasure in it!"
        To ??????????:             "Violence solves only the simplest of problems.
                                   You must think your way through the tough ones."
        To ??????????:             "A friendly face is a blessed sight in these
        To ??????????:             "Your ego is positively elven.  Drop it a notch,
                                   lest I do it for you!"
        Reply to ?????????:        "Thine words are always appreciated."
        In a Cave:                 "'Tis just like the tunnels of my old clan."
        In a forest:               "I prefer the stone of my cell o'er this wide
                                   open empty."
        On any Death:              "I've lost too many clan mates already.  Must I
                                   lose these as well?"
        On Kagain's Death:         "I wish no Dwarf dead, but I'll not miss his
        Bored:                     "Why did I leave my cell if I'm to stand about
                                   doing nothing?"
        Badly Wounded:             "Ill I am.  When a Dwarf says he's sick, you
                                   know it's serious."
        Becoming Leader:           "Slow and steady while I'm leader."
        Tired:                     "Even Dwarves need to rest, I can't walk much
        Selected 1:                "You need something?"
        Selected 2:                "What e're you need."
        Selected 3:                "Ye need only ask."
        Action Acknowledgement 1:  "Clangeddin's will be done."
        Action Acknowledgement 2:  "As you will."
        Action Acknowledgement 3:  "Be glad to."
        ??????????:                "I shouldn't have gotten out of bed this morn."
        ??????????:                "Clangeddin's might be with us."
        ??????????:                "My father was a miner, and my mother, a miner
                                   before him."
        ??????????:                "Keep your straw and sticks, only stone protects
                                   the pigs!"
        ??????????:                "Ye owe 16 tons, what do ye get?  Another day
                                   older... and deeper in debt."
        ??????????:                ** whistles heigh-ho **
        ??????????:                "The mines were there for anyone who looked.
                                   I'll not be blamed for what the Throne does with
    F. Utilities & Editors                                               [FTLTSE]
      Exp Cap Removers:
        Godlike (144kb download, version 1.1)
          This really cool utility removes the experience cap from any version of
          Baldur's Gate, including the Tales of the Sword Coast.  If you don't
          know, there is a limit to how much experience you can get in the regular
          game, and this removes that limit.  Really cool.
          Note: If you install an Official Patch after using Godlike, the cap will
                be back in place, and may muck up the game, so you will need to
                check for a new version of Godlike, and run it again.
          Author: Team BG
          Web Site: http://www.teambg.eu/
      Saved Game Editors:
        Gatekeeper (180kb download, version 1.09.01)
          Allows you to edit most everything in your saved game files.  Allows you
          to edit anyone in your party including NPC's.  You can change your
          inventory, stats, and characterisitcs.  A very useful program for the
          cheater in all of you.  Although not as intuitive as the BG Character
          Editor, it is quite a bit more powerful, due to its editing of Saved
          Games themselves and not just the Exported Characters.
          Author: bg@mud-master.com
          Web Site: http://www.mud-master.com/gatekeeper/
      Character Editors:
        BG Character Editor (2.49Mb download, version 1.4.5)
          This utility allows you to edit any character at any time.  You can
          change all the attributes, plus you can edit your inventory.  With this
          and godlike you could make a character who is nigh unto invinceable.  It
          is most useful when playing a multi-player game as well since you can
          then edit your character at any moment.
          Author: Team BG
          Web Site: http://www.teambg.eu/
      Item Editors:
        Item Override Editor (492kb download, version 1.3.9)
          Allows for the simple editing of items.  Change their attributes, or even
          create new items.
          Author: Team BG
          Web Site: http://www.teambg.eu/
        Item Text Maker (468kb download, version 1.0.1)
          Lets you change/add text to items.  You know what those are?  They are
          the descriptions of the items that you get when you right click an item.
          Author: Team BG
          Web Site: http://www.teambg.eu/
        Item Graphics Converter (140kb download, version 1.0.0)
          Converts a BMP into a format usable by Baldur's Gate, so you can make a
          picture for any item that you want.  Say you want the Long Sword to look
          like a Smurf, well now you can.
          Author: Team BG
          Web Site: http://www.teambg.eu/
        Store Override Editor (254kb download, version 1.0.0)
          Allows the editing of stores.  You need the Biffstripper (see below)
          before you can use this one.
          Author: Team BG
          Web Site: http://www.teambg.eu/
      Rules Editors:
        Team BG Rules Editor (52kb download, version 1.0.0)
          This editor allows you to edit the Exp Cap (rather than remove it in its
          entirety), the Spell Progression, and more.
          Author: Team BG
          Web Site: http://www.teambg.eu/
      Script Writers:
        Team BG AI Scriptor (27.5kb download, version 0.9.1)
          This utility allows you to write your own scripts for use by your party
          members.  (a script is something that tells NPC's what to attack, and
          Author: Team BG
          Web Site: http://www.teambg.eu/
      Data Extractors:
        Team BG Biffstripper (125kb download, version 2.0.0)
          This utility extracts all the information from the BIF files that you can
          find in the Data folder of your game.  Very useful for extracting things
          like Companion sounds and the like.  Although you won't be able to
          immediately play those sounds... (see WAVC to WAV below)
          Author: Team BG
          Web Site: http://www.teambg.eu/
    G. Non Editor Cheats                                                 [GNNDTR]
    Movies (from Duncan Clay)
      To make the movies available.  This is most useful if you are playing through
      the game again, and DON'T want to see the movies again.
      Open the baldur.ini file, and under [Movies] add any of the following you
      don't already have:
    Item Copying:
      You don't actually have to be playing multiplayer for this to work, it just
      really helps.  You also don't have to be actually playing with anyone else to
      be playing as multiplayer.  One thing to do when you find any item of value
      would be to:
        1. Save the game.
        2. Export the Character with the item(s) that you wish to copy. (only works
           with characters that you have created yourself, such as the main
        3. Give all of that character's items away, and then click the bottom
           button (Multiplayer Options), then click the Modify Characters button
           (only works if there are no enemies around, and you aren't in the middle
           of casting a spell), and then click on the Character Name to delete the
        4. Now immediately Import the character back, and you now have 2 of
           everything that person had.
      Similarly if you are doing this in a single player, you:
        1. Export the Character.
        2. Start a new game.
        3. At the Character Creation Screen press "Import" and the select your
      It is really helpful that when you Export your Character to name him/her
      something specific, not just "Character1" or something.
      This is really useful for the ultra-rare items like the Full Plate +1.  This
      also works well if you want to start over, simply export your character,
      start a new game, and import them there!
    In Game Cheating
      The information from this comes from TeamBG:  http://www.teambg.eu/
        Step 1:  Open the baldur.ini file, and under [Game Options] add this:
                 Save the file.
        Step 2:  Run Baldur's Gate.  In the game press CTRL-TAB to bring up a
                 little console.  To close the console again, press CTRL-TAB.  You
                 can now enter any cheat you want into this little console window.
      Cheat Codes:
        Cheats:TheGreatGonzo()   -- Summons 10 killer chickens who defend you.
        Cheats:FirstAid()        -- Creates 5 healing potions, 5 neutralize poison
                                    potions, and 1 stone to flesh scroll.
        Cheats:Midas()           -- Gives you 500 gold.
        Cheats:CowKill()         -- Creates a CowKill spell if you're near a cow.
        Cheats:DrizztAttacks()   -- Creates a hostile Drizzt.
        Cheats:DrizztDefends()   -- Creates a friendly Drizzt.
        Cheats:CriticalItems()   -- Spawns all the game's critical items.
        Cheats:Hans()            -- Moves your characters to mouse cursor position
        Cheats:ExploreArea()     -- Marks entire area explored.
      Cheat Hot Keys:
        To activate the Cheat Hot Keys, enter this into the Console:
        And here are the Hot Keys:
          CTRL+1 -- change the armor of the paper doll (the armor class doesn't
          CTRL+2 -- fades screen to black
          CTRL+3 -- fades screen to normal
          CTRL+4 -- highlight the background-interactive objects
          CTRL+5 -- ???
          CTRL+6 -- shapeshift your character into the previous paper doll in list
          CTRL+7 -- shapeshift your character into the next paper doll in list
          CTRL+8 -- highlights the text boxes
          CTRL+9 -- highlight the sprites
          CTRL+0 -- ???
          CTRL+A -- do a sprite animation (see CTRL+S)
          CTRL+B -- view last FMV sequence
          CTRL+C -- jump to next chapter
          CTRL+D -- display some strange numbers
          CTRL+F -- turn the character
          CTRL+J -- transport onto the position pointed by the cursor
          CTRL+L -- information on positon (same as L)
          CTRL+M -- (Then press ENTER) DEBUG DUMP
          CTRL+S -- select a sprite animation
          CTRL+X -- information on position (more)
      Item Creating
        To create an item use this code:
        Where "xxxxxx" is the item code, and ##### is how many of them you would
        like created (from 0 to 65535).
        When your item is created, it is automatically placed into your inventory.
        Here is a list of the item codes: (LONG!)
          AMUL01 - Necklace of Missiles
          AMUL02 - Necklace
          AMUL04 - Studded Necklace with Zios Gems
          AMUL05 - Bluestone Necklace
          AMUL06 - Agni Mani Necklace
          AMUL07 - Rainbow Obsidian Necklace
          AMUL08 - Tiger Cowrie Shell Necklace
          AMUL09 - Silver Necklace
          AMUL10 - Gold Necklace
          AMUL11 - Pearl Necklace
          AMUL12 - Laeral's Tear Necklace (3000 gp)
          AMUL13 - Bloodstone Amulet
          AMUL14 - Amulet of Protection +1
          AMUL15 - Shield Amulet
          AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell)
          AMUL17 - Greenstone Amulet
          AMUL18 - Wolfsbane Charm +2 vs Lycanthropes
          AROW01 - Arrow
          AROW02 - Arrow +1
          AROW03 - Arrow of Slaying
          AROW04 - Acid Arrow
          AROW05 - Arrow of Biting
          AROW06 - Arrow of Detonation
          AROW07 - Arrow or Dispelling
          AROW08 - Arrow of Fire
          AROW09 - Arrow of Ice
          AROW10 - Arrow of Piercing
          AROW11 - Arrow +2
          AROW1A - Arrow +2 (different picture)
          AX1H01 - Battle Axe
          AX1H02 - Battle Axe +1
          AX1H03 - Battle Axe +2
          AX1H04 - Throwing Axe
          AX1H05 - Throwing Axe +2
          BELT01 - Girdle
          BELT02 - Golden Girdle
          BELT03 - Girdle of Bluntness
          BELT04 - Girdle of Piercing
          BELT05 - Girdle of Masculinity/Femininity
          BLUNT WEAPONS:
          BLUN01 - Club
          BLUN02 - Flail
          BLUN03 - Flail +1
          BLUN04 - Mace
          BLUN05 - Mace +1
          BLUN06 - Morning Star
          BLUN07 - Morning Star +1
          BLUN08 - Flail
          BOLT01 - Bolt
          BOLT02 - Bolt +1
          BOLT03 - Bolt of Lightning
          BOLT04 - Bolt of Biting
          BOLT05 - Bolt of Polymorphing
          BOLT06 - Bolt +2
          BOOK01 - Magical Book
          BOOK02 - Spell Book
          BOOK03 - Manual of Bodily Health +1 Con
          BOOK04 - Manual of Gainful Exercise +1 Str
          BOOK05 - Manual of Quickness of Action +1 Dex
          BOOK06 - Tome of Clear Thought +1 Int
          BOOK07 - Tome of Leadership and Influence +1 Chr
          BOOK08 - Tome of Understanding +1 Wis
          BOOK09 - Normal Book
            |    - miscellaneous Histories
          BOOK68 - Book of Ancient Knowledge/History of the Nether Scrolls
                   (must be Identified)
          BOOK70 - Yago's Book of Curses
            |    - miscellaneous Dusty Books
          BOOK87 - Balduran's Log Book
          BOOK88 - The Recipes and Ruminations of One Dradeel of Tethir
          BOOT01 - Boots of Speed
          BOOT02 - Boots of Stealth
          BOOT03 - Boots of the North
          BOOT04 - Boots of Avoidance
          BOOT05 - Boots of Grounding
          BOW01 - Composite Long Bow
          BOW02 - Composite Long Bow +1
          BOW03 - Long Bow
          BOW04 - Long Bow +1
          BOW05 - Short Bow
          BOW06 - Short Bow +1
          BOW07 - Long Bow of Marksmanship
          BOW08 - Eagle Bow (Short Bow +2)
          BRAC01 - Bracers of Defense AC 8
          BRAC02 - Bracers of Defense AC 7
          BRAC03 - Bracers of Defense AC 6
          BRAC04 - Bracers of Archery
          BRAC05 - Bracers
          BRAC06 - Gauntlets of Ogre Power
          BRAC07 - Gauntlets of Dexterity
          BRAC08 - Gauntlets of Fumbling
          BRAC09 - Gauntlets of Weapon Skill
          BRAC10 - Gauntlets of Weapon Expertise
          BRAC11 - Bracers of Binding (cursed item)
          BULL01 - Bullet
          BULL02 - Bullet +1
          BULL03 - Bullet +2
          CHAN01 - Chainmail
          CHAN02 - Chainmail +1
          CHAN03 - Chainmail +2
          CHAN04 - Splint Mail
          CHAN05 - Splint Mail +1
          CHAN06 - Mithril Chain Mail +4 (Drizzt's Chainmail)
          CLOAKS & ROBES:
          CLCK01 - Cloak of Protection +1
          CLCK02 - Cloak of Protection +2
          CLCK03 - Cloak of Displacement
          CLCK04 - Cloak of the Wolf
          CLCK05 - Cloak of Balduran
          CLCK06 - Cloak of Non-Detection
          CLCK07 - Nymph Cloak
          CLCK08 - Algernon's Cloak
          CLCK09 - Mage Robe of Cold Resistance
          CLCK10 - Mage Robe of Fire Resistance
          CLCK11 - Mage Robe of Electrical Resistance
          CLCK12 - Knave's Robe
          CLCK13 - Traveller's Robe
          CLCK14 - Adventurer's Robe
          CLCK15 - Robe of the Good Archmagi
          CLCK16 - Robe of the Neutral Archmagi
          CLCK17 - Robe of the Evil Archmagi
          CLCK18 - Knave's Robe
          CLCK19 - Robe of the Good Archmagi
          CLCK20 - Cloak of the Shield
          CLCK21 - Holy cloak
          CLCK22 - Shandalar's cloak
          DAGG01 - Dagger
          DAGG02 - Dagger +1
          DAGG03 - Dagger +2
          DAGG04 - Dagger +2, Longtooth
          DAGG05 - Throwing Dagger
          DAGG06 - Nester's Dagger
          DAGG07 - Kylee's Dagger
          DAGG08 - Hentold's Dagger
          DAGG09 - Silver dagger - Werebane
          DAGG10 - Soultaker Dagger
          DART01 - Dart
          DART02 - Dart +1
          DART03 - Dart of Stunning
          DART04 - Dart of Wounding
          HALB01 - Halberd
          HALB02 - Halberd +1
          HALB03 - Halberd +2
          HAMM01 - War Hammer
          HAMM02 - War Hammer +1
          HAMM03 - War hammer +2
          HAMM04 - Warhammer +1,+4 vs giant humanoids
          HELM01 - Helmet
          HELM02 - Helm of Opposite Alignment
          HELM03 - Helm of Glory
          HELM04 - Helm of Defense
          HELM05 - Helm of Infravision
          HELM06 - Helm of Charm Protection
          HELM07 - Helm of Balduran
          HELM08 through HELM13 - Helmet
          HELM14 - Kiel's Helmet
          LEAT01 - Leather Armor
          LEAT02 - Leather Armor +1
          LEAT03 - Leather Armor +2
          LEAT04 - Studded Leather Armor
          LEAT05 - Studded Leather Armor +1
          LEAT06 - Studded Leather Armor +2, missile attraction
          LEAT07 - Studded Leather Armor +2
          LEAT08 - Shadow Armor (Studded Leather +3)
          LEAT09 - Leather Armor +3
          LEAT10 - Hide Armor
          MISC:                                      All of these rings function as
                                                ___  if the spell had been cast
          MAGE01 - Ring of Invisibility            | which means magic resistance
          MAGE02 - Ring of Barkskin                | can stop the effects.  Ignore
          MAGE03 - Ring of Mirror Image            |_the fact that the titles of
          MAGE04 - Pseudo Ring of Blur             | these items may be missing
          MAGE05 - Pseudo Ring of Free Action      | from the descriptions and none
          MAGE06 - Ring of Haste                ___| of them have names as such -
                                                     they just look like scrolls.
                   THEY DO WORK!  You need to be careful though as the effects do
                   not carry over from saved games like the proper rings do.  This
                   means when you load a game you need to take the ring off and put
                   it back on again for the effect to work. But some of them are
                   worth it.
                   Exceptions:  The Pseudo rings do not function i.e. no bonuses at
                   all that I can detect.  But the ring of blur does change the
                   sprite of your character like the spell does (which I like).
                   The other rings work fine.    (from Kelvin Groves)
          MISC01 - Winter Wolf Pelt
          MISC07 - Gold Piece
          MISC12 - Ankheg Shell
          MISC13 - Samuel (body)
          MISC16 - Fire Agate Gem
          MISC17 - Lynx Eye Gem
          MISC18 - Sunstone Gem
          MISC19 - Turquoise Gem
          MISC20 - Bloodstone Gem
          MISC21 - Skydrop Gem
          MISC22 - Andar Gem
          MISC23 - Jasper Gem
          MISC24 - Tchazar Gem
          MISC25 - Zircon Gem
          MISC26 - Iol Gem
          MISC27 - Moonstone Gem
          MISC28 - Waterstar Gem
          MISC29 - Ziose Gem
          MISC30 - Chrysoberyl Gem
          MISC31 - Star Diopside Gem
          MISC32 - Shandon Gem
          MISC33 - Aquamarine Gem
          MISC34 - Garnet Gem
          MISC35 - Horn Coral Gem
          MISC36 - Pearl
          MISC37 - Sphene Gem
          MISC38 - Black Opal
          MISC39 - Water Opal
          MISC40 - Moonbar Gem
          MISC41 - Star Sapphire
          MISC42 - Diamond
          MISC43 - Emerald
          MISC44 - Kings Tears
          MISC45 - Rogue Stone
          MISC47 - Golden Pantaloons
          MISC48 - Idol
          MISC49 - Melicamp the Chicken
          MISC50 - Skull
          MISC51 - Lock of Nymph's Hair
          MISC52 - Wyvern Head
          MISC53 - Bowl of Water Elemental Control
          MISC54 - Child's Body
          MISC55 - Duke Eltan's Body
          MISC56 - Broken Weapon
          MISC57 - Broken Shield
          MISC58 - Broken Armor
          MISC59 - Broken Miscellaneous
          MISC60 - Spider Body
          MISC61 - Bottle of Wine
          MISC62 - Dead Cat
          MISC63 - Chew Toy
          MISC64 - Telescope
          MISC69 - Helshara's Artifact Fragment
          MISC70 - Delorna's Statue
          MISC72 - The Claw of Kazgaroth
          MISC73 - The Horn of Kazgaroth
          MISC74 - The Candle
          MISC75 - Dagger of Venom
          MISC79 - Female Body
          MISC80 - Male Body
          MISC83 - Key to River Plug
          MISC84 - Boo
          MISC85 - Mulahey's Holy Symbol
          MISC86 - Bandit Scalp
          MISC87 - Contaminated Iron
          MISC88 - Rabbit's Foot
          MISC89 - Edwin's Amulet
          MISC90 - Chelak's Body
          MISC02 - Mirror (no picture)
          MISC03 - Small Box (no picture)
          MISC04 - Bassilus' Holy Symbol
          MISC1A - Bottle of wine
          MISC1B - Butter knife of Balduran
          MISC1C - Sea Charts
          MISC2A - Doppleganger's Wardstone
          MISC2B - Level 1 exit Wardstone
          MISC2C - Islanne Wardstone
          MISC2D - Kiel Wardstone
          MISC2E - Fuernebol Wardstone
          MISC2F - Teleportation Wardstone
          MISC2G - Level 2 exit Wardstone
          MISC2H - Shandalar's Wardstone
          MISC2I - Wardstone Forgery
          MISC2J - Wardstone of forgery
          MISC2K - Compass Wardstone
          MISC2L - Bone Wardstone
          MISC2M - Dwarven Rune Wardstone
          MISC2N - Dwarven's Rune Wardstone
          MISC2O - Lock of hair from Kirindale
          MISC2P - Greagan's Harp
          MISC65 - Brage's Body
          MISC66 - Farmer Brun's Son (Dead)
          MISC67 - Brun's Dead Son
          MISC68 - Abela the Nymph
          MISC71 - Delorna's Spellbook
          MISC76 - The Dream Potion
          MISC77 - Skull of Kereph
          MISC78 - Invitation
          MISC81 - Skull of Kereph
          MISC82 - Ancient Armor
          MISC91 - Grapes
          MISC92 - Switch for engine
          MISC93 - Odd looking key
          MISC94 - Mallet head
          MISC95 - Mallet handle
          MISC96 - Peladon
          MISC97 - De'Tranion's Baalor ale
          MISC98 - Durlag's goblet
          MISC99 - Cursed Plate mail armor (belt icon)
          PLAT01 - Plate Mail Armor
          PLAT02 - Plate Mail +1
          PLAT04 - Full Plate Mail
          PLAT05 - Full Plate Mail +1
          PLAT06 - Ankheg Plate Mail
          PLAT07 - Plate Mail
          PLAT08 - Plate Mail +3
          POTN02 - Potion of Fire Resistance
          POTN03 - Potion of Hill Giant Strength
          POTN04 - Potion of Frost Giant Strength
          POTN05 - Potion of Fire Giant Strength
          POTN06 - Potion of Cloud Giant Strength
          POTN07 - Potion of Storm Giant Strength
          POTN08 - Potion of Healing
          POTN09 - Potion of Heroism
          POTN10 - Potion of Invisibility
          POTN11 - Potion of Invulnerability
          POTN12 - Potion of Stone Giant Strength
          POTN13 - Oil of Firey Burning
          POTN14 - Oil of Speed
          POTN15 - Red Potion
          POTN16 - Violet Potion
          POTN17 - Elixir of Health
          POTN18 - Potion of Absorption
          POTN19 - Potion of Agility
          POTN20 - Antidote
          POTN21 - Potion of Clarity
          POTN22 - Potion of Cold Resistance
          POTN23 - Oil of Speed
          POTN24 - Potion of Defense
          POTN25 - Potion of Healing
          POTN26 - Potion of Explosions
          POTN27 - Potion of Firebreath
          POTN28 - Potion of Fortitude
          POTN29 - Potion of Genius
          POTN30 - Potion of Infravision
          POTN31 - Potion of Insulation
          POTN32 - Antidote
          POTN33 - Potion of Magic Blocking
          POTN34 - Potion of Magic Protection
          POTN35 - Potion of Magic Shielding
          POTN36 - Potion of Master Thievery
          POTN37 - Potion of Mind Focusing
          POTN38 - Potion of Mirrored Eyes
          POTN39 - Potion of Perception
          POTN40 - Potion of Invulnerability
          POTN41 - Potion of Power
          POTN42 - Potion of Regeneration
          POTN43 - Potion of Insight
          POTN44 - Potion of Strength
          POTN45 - Potion of Freedom
          POTN46 - Potion of Stone Form
          POTN47 - Marek's Antidote (better than normal antidote)
          POTN48 - Vial of Mysterious Liquid (used in Nashkel mines to
                   poison iron ore)
          RING01 - Plain Ring
          RING02 - Ring of Fire Resistance
          RING03 - Ring of Animal Friendship
          RING04 - Ring of Clumsiness
          RING05 - Ring of Invisibility
          RING06 - Ring of Protection +1
          RING07 - Ring of Protection +2
          RING08 - Ring of Wizardry
          RING09 - Ring of Free Action
          RING10 - Gold Ring
          RING11 - Silver Ring
          RING12 - Onyx Ring
          RING13 - Jade Ring
          RING14 - Greenstone Ring
          RING15 - Bloodstone Ring
          RING16 - Angel Skin Ring
          RING17 - Flamedance Ring
          RING18 - Fire Opal Ring
          RING19 - Ruby Ring
          RING20 - Ring of Energy
          RING21 - Ring of Infravision
          RING22 - Ring of Holiness
          RING23 - Ring of Folly
          RING25 - Koveras' Ring of Protection (+1)
          SCRL02 - Spell Scroll
          SCRL03 - Protection from Acid
          SCRL04 - Protection from Cold
          SCRL05 - Protection from Electricity
          SCRL06 - Protection from Fire
          SCRL07 - Protection from Magic
          SCRL08 - Protection from Poison
          SCRL09 - Protection from Undead
          SCRL10 - Cursed Scroll of Weakness
          SCRL11 - Cursed Scroll of Clumsiness
          SCRL12 - Cursed Scroll of Foolishness
          SCRL13 - Cursed Scroll of Ugliness
          SCRL14 - Cursed Scroll of Summon Monster
          SCRL15 - Protection from Petrification
          SCRL18 - Cursed Scroll of Stupidity
          SCRL1B - Agannazar's Scorcher
          SCRL1C - Ghoul Touch
          SCRL1D - Clairvoyance
          SCRL1E - Dispel Magic
          SCRL1F - Flame Arrow
          SCRL1G - Fireball
          SCRL1H - Haste
          SCRL1I - Hold Person
          SCRL1K - Lightning Bolt
          SCRL1L - Monster Summoning I
          SCRL1M - Non-Detection
          SCRL1N - Protection from Normal Missiles
          SCRL1O - Slow
          SCRL1P - Skull Trap
          SCRL1Q - Vampiric Touch
          SCRL1R - Wraith Form
          SCRL1S - Dire Charm
          SCRL1T - Ghost Armor
          SCRL1U - Confusion
          SCRL1V - Dimension Door
          SCRL1Y - Improved Invisibility
          SCRL1Z - Minor Globe of Invulnerability
          SCRL2A - Monster Summoning II
          SCRL2D - Animate Dead
          SCRL2E - Cloudkill
          SCRL2F - Cone of Cold
          SCRL2G - Monster Summoning III
          SCRL2H - Shadow Door
          SCRL2I - Letter
          SCRL2J - Letter
          SCRL3D - Letter
          SCRL56 - Cure Serious Wounds
          SCRL58 - Free Action
          SCRL59 - Neutralize Poison
          SCRL61 - Cure Critical Wounds
          SCRL62 - Flame Strike
          SCRL63 - Raise Dead
          SCRL66 - Grease
          SCRL67 - Armor
          SCRL68 - Burning Hands
          SCRL69 - Charm Person
          SCRL70 - Color Spray
          SCRL71 - Blindness
          SCRL72 - Friends
          SCRL73 - Protection from Petrification
          SCRL75 - Identify
          SCRL76 - Infravision
          SCRL77 - Magic Missile
          SCRL78 - Protection from Evil
          SCRL79 - Shield
          SCRL80 - Shocking Grasp
          SCRL81 - Sleep
          SCRL82 - Chill Touch
          SCRL83 - Chromatic Orb
          SCRL84 - Larloch's Minor Drain
          SCRL85 - Blur
          SCRL86 - Detect Evil
          SCRL87 - Detect Invisibility
          SCRL89 - Horror
          SCRL90 - Invisibility
          SCRL91 - Knock
          SCRL92 - Know Alignment
          SCRL93 - Luck
          SCRL94 - Resist Fear
          SCRL95 - Melf's Acid Arrow
          SCRL96 - Mirror Image
          SCRL97 - Stinking Cloud
          SCRL98 - Strength
          SCRL99 - Web
          SCRLPET - Stone to Flesh
          SCRL5A - Mental Domination
          SCRL5B - Defensive Harmony
          SCRL5C - Protection from Lightening
          SCRL5D - Protection from Evil 10'Radius
          SCRL5E - Champion's Strength
          SCRL5F - Chaotic Commands
          SCRL5G - Remove Curse
          SCRL5H - Emotion
          SCRL5I - Greater Malaison
          SCRL5J - Oliluke's resilient sphere
          SCRL5K - Spirit armor
          SCRL5L - Polymorph Other
          SCRL5M - Polymorph Self
          SCRL5N - Domination
          SCRL5O - Hold Monster
          SCRL5P - Chaos
          SCRL5Q - Feeblemind
          SCRL5R - Anderis Journal
          SCRL5S - Dezekiel's Scroll
          SHLD01 - Small Shield
          SHLD02 - Small Shield +1
          SHLD03 - Medium Shield
          SHLD04 - Medium Shield +1
          SHLD05 - Large Shield
          SHLD06 - Large Shield +1
          SHLD07 - Large Shield +1, +4 vs Missiles
          SHLD08 - Buckler
          SHLD09 - Buckler
          SHLD10 - Buckler
          SHLD11 - Small Shield
          SHLD12 - Small Shield
          SHLD13 - Medium Shield
          SHLD14 - Medium Shield
          SHLD15 - Large Shield
          SHLD16 - Large Shield
          SHLD18 - Large Shield
          SHLD19 - Large Shield +2
          SHLD20 - Kiel's Buckler
          SLNG01 - Sling
          SLNG02 - Sling +1
          SLNG03 - Sling +3
          SPER01 - Spear
          SPER02 - Spear +1
          SPER03 - Spear +3, Backbiter
          SPER04 - Spear
          STAF01 - Quarterstaff
          STAF02 - Quarterstaff +1
          STAF03 - Quarterstaff
          STAF04 - Quarterstaff
          STAF05 - Staff of Striking
          STAF06 - Staff Mace
          STAF07 - Staff Spear +2
          STAF08 - Quarterstaff +3
          SW1H01 - Bastard Sword
          SW1H02 - Bastard Sword +1
          SW1H03 - Bastard Sword +1, Shapeshifters
          SW1H04 - Long Sword
          SW1H05 - Long Sword +1
          SW1H06 - Long Sword +2
          SW1H07 - Short Sword
          SW1H08 - Short Sword +1
          SW1H09 - Short Sword +2
          SW1H10 - Short Sword of Backstabbing
          SW1H11 - Odd Flame Sword (Creature Attack?)
          SW1H12 - Hull's Long Sword
          SW1H13 - Moonblade
          SW1H14 - Short Sword +1
          SW1H15 - Scimitar +3, Frostbrand
          SW1H16 - Scimitar +5, Defender
          SW1H17 - Perdue's Short Sword
          SW1H18 - Sword of Balduran
          SW1H19 - The Vampire's Revenge (cursed)
          SW1H20 - Scimitar
          SW1H21 - Short Sword
          SW1H22 - Scimitar +1
          SW1H23 - Scimitar +2
          SW1H24 - Long Sword +1, Flame Tongue
          SW2H01 - Two Handed Sword
          SW2H02 - Two Handed Sword +1
          SW2H03 - Two Handed Sword, Berserking
          SW2H05 - Two Handed Sword (no image)
          SW2H06 - Spider's Bane
          SW2H07 - Two Handed Sword +3
          SW2H08 - Two Handed sword +2
          WAND02 - Wand of Fear
          WAND03 - Wand of Magic Missiles
          WAND04 - Wand of Paralyzation
          WAND05 - Wand of Fire
          WAND06 - Wand of Frost
          WAND07 - Wand of Lightning
          WAND08 - Wand of Sleep
          WAND09 - Wand of Polymorphing
          WAND10 - Wand of Monster Summoning
          WAND11 - Wand of the Heavens
          WAND12 - Wand of Magic Missiles
          XBOW01 - Heavy Crossbow
          XBOW02 - Heavy Crossbow +1
          XBOW03 - Heavy Crossbow of Accuracy
          XBOW04 - Light Crossbow
          XBOW05 - Light Crossbow +1
          XBOW06 - Light Crossbow of Speed
      Creature Creating
        Similar to Item creating, you use this code:
        Where "yyyyyy" is the name of the NPC/Creature that you wish to create.
        Notice that most have a maximum of 6 letters per creature. (though some
        have more)
        Here are some of the Creature Codes:
          barslim          -- Bartender from the Green Slime tavern (dies quickly)
          bub              -- Bub Snikt
          chimp5           -- Flaming Fist Mercenary, from HQ in BG
          coksmth          -- Peter of the North
          kirinh           -- creates Kirinhale, the Nymph from Durlag's Tower
          Ray              -- creates a diseased gibberling with exp of over 3000
          ogreha           -- half ogre
          shadow           -- a Thief
          sprat            -- a messenger
          thalan           -- Thalantyr, the Mage from High Hedge
          tick             -- just some loser guy
          ughh             -- a big Ogre guy
          utor             -- a scared slave
          werewo           -- Werewolf
          wyvernba         -- Baby Wyvern
          wyvernbi         -- Greater Wyvern
      Other Cheat Codes
        CLUAConsole:SetCurrentXP("XXXXX") -- sets the EXP of all party members to
                                             the amount in quotes
        CLUAConsole:AddGold("XXXXX") -- Gives you as much gold as in quotes
        CLUAConsole:MoveToArea("ARXXXX") -- Moves you to the Area in the quotes
                                            (these are the areas you see when you
                                            hit the 'L' key to get your location)
        CLUAConsole:SetWeather(#) -- Use one of the following 3 settings:
                                              0 - No Weather
                                              1 - Rain
                                              2 - Snow
        CLUAConsole:PlaySound("zzzzzzza") -- Plays a sound from the Sounds folder
    H. Online Resources                                                  [HNLNRS]
      Really Good All Around Sites:
        http://www.bioware.com/          -- the Official Page (sort of)
        http://www.teambg.eu/  -- has a lot of good editors, also has a pretty
                                   decent portraits section
      Forgotten Realms Links:
      Other Really Good Sites:
        http://www.gamefaqs.com/         -- the best source for Game FAQs!
        http://manymoose.8m.com/         -- my site!  Not updated in awhile, though
    I. Strange Things                                                    [ISTRNG]
      Baldur's Gate Readme and Manual Addenda Release Version 1.1.4315 (from Duncan
        2c.  Corrections to the Manual and Quick Reference Card
             Manual Corrections
             p.26  Dual Classing
             The only classes than cannot dual class are the Paladin, Ranger, and
             Bard, though others may have restrictions on which classes they can
             switch to.  The character must also have 15 in all the prime
             requisites of his first class, and 17 in those of the second class.
             The Ranger CAN dual class to a Cleric/Ranger.
          Table 7: Ranged Weapons
          Weapon         |1/2|ROF|Spd|Hit|Dam| Useable By
          Light Crossbow | 2 | 1 | 7 | - | - | F,R,P,B,T
          Thieves CAN use Light Crossbows, but in the manual and in the game it
          incorrectly states that they cannot.  This makes the "Light Crossbow of
          Speed" a good choice for your thief.
        If you answer as follows when talking to Tremain Belde'ar the game crashes
        (House in BG West AR0617) (from Duncan Clay)
          (2) I Would know what payment I can expect.  I'll not take this task
          with out knowing what it is worth.
          (1) Magic or no.  I should require more than a meager amount of gold.
          Certainly if many adventurers give so much, there be ample coin in
          church holdings?  Make that mine and we have a deal.
      Inconsistencies and/or Mistakes:
        After clearing the Cloakwood Mines, talk to Officer Vai and she will say:
        "You efforts have not..."  A clear grammatical mistake.
        When asking Eldoth to rejoin the party he replies with "I though as
        much..." when he meant to say "I thought as much".
        Try this one on for size:  After I had Viconia get kissed by Shoal the
        Nereid, she gets killed, but then later revived.  Now, Viconia didn't
        really have a chance to kill anything after this, and when I checked her
        information it said that her most powerful vanquished foe was "Viconia".
        I had the Subtitles turned on, and when Kivan made his little Tired sound
        ("It is time for us to rest") the text read "I will lead for as long as I
        am needed."
        While in Durlag's Tower while doing the Nymph subquest, every time I went
        up to the Fourth Level, it had reset.  In other words, each time it was
        like I had never been there!  And after freeing Kirinhale, she was still
        there asking for a release!  And here's the best part, if I talked to her
        twice, she gets freed again, and I get the 4000 experience AGAIN!  Not only
        that, but Riggilo is brought back to life as well.  This is very very
        strange!  I am not sure why this happened, or if it will happen on anyone
        else's computer.
        You can kill cows and other animals, and not only will it not affect your
        reputation, but the local townspeople don't even seem to care that you are
        slaughtering their animals!
        You can even kill your own party members, without anyone caring.  Once I
        had Minsc kill Dynaheir, and he still mourned her death later!
        After Melicamp is restored from being a chicken, he will still make Chicken
        noises randomly!
        Is it just me, or do Xvarts look like larger versions of Smurfs?
        Here's a fun one.  While in the Helm and Cloak Inn, I got caught stealing,
        and the guard appeared.  I ignored them so I wouldn't lose anymore than 1
        reputation.  Well there is also a band of adventurers there called the
        Gorpel Hind.  The Gorpel Hind people started killing the Flaming Fist for
        me at no loss to my own reputation!  Sweet!
        I had Coran in my party, and since he is a Fighter/Thief I kept two sets of
        armor for him, one for AC and the other for Thieving (a Plate Mail +1 and
        Shadow Armor respectively) and whenever I would switch from the plate to
        the shadow, he would no longer walk, he would "float" (it looked like he
        was standing still, and just flying).  Odd.  This may also have been
        because he was wearing the Girdle of Femininity at the time.
        I was wandering around with an Evil party, and the reputation wasn't very
        good (it was 4).  Well I went into Nashkel, and naturally, the Amnish
        soldiers there attacked me.  This irritated me, so I went into the temple,
        and bought myself a better reputation (18).  But now, everytime I go
        through Nashkel, I get attacked by these same soldiers, and if I attack
        them, I lose reputation.  Haven't they heard that I'm good now?
        I've gotten an extra party member not mentioned in FAQ (i think he's
        not) twice. When you take a pair of people (like Xzar and Montaron) kill
        the other one away. Leave the other one off normally. I don't know if it
        can be done instantly or only later, but when you take the character
        back to your party, he/she will have a new partner with him/her to
        replace the dead one! I cant remember the name, but he was a human
        warrior with all blue clothes, STR 9 and other stats 6, and no face at
        all, only a ? on the place of the picture. I've done it with
        Khalid/Jaheira and Xzar/Montaron, if I remember correctly, but I did it
        at least once, im sure of that. It's pretty useless but at least its
        fun, I'd say. I tried that today, but I couldn't make it work right now.
        But believe me, I have done it.   (from Juha Alm)
        Got a piece of Baldurs Gate info that you may find interesting.  It is in
        regard to the Character Bub Snikt.  If you don't know this allready I
        believe this character is a link to Marvel Comic's X-Men.  Wolverine (i'm
        sure you know of him)has a couple of 'trademarks'.  One is calling people
        'Bub' and the other is the sound his claws make when he pops them out,
        which is 'SNIKT'.  Well if you didn't know this you do now. :o)
           (from LoGaN©)
        In the Red Sheaf Inn in Beregost you can talk to Lachluger, who quotes a
        Monty Python sketch, "Oh I'm a lumberjack and I'm ok, I sleep all night and
        I work all day".
        Speaking of Monty Python, if Garrick gets hurt enough and has to run away
        he will sing "Brave Brave Sir Garrick, Sir Garrick ran away!" straight from
        Monty Python and the Holy Grail.
        After having killed Marl, if you click on his friend Dunkin he will say
        "Hey don't click me!  I don't want any trouble!"
        When Thalantyr is restoring Melicamp from being a chicken he casts the
        dread spell "Antichickenator".
        Some of the graves in the Nashkel cemetery are quite amusing to read.
        Beware, don't read a certain grave too many times or its occupant may kill
        you!  (see the Nashkel section for more information)  Kinda reminds me of
        the Haunted Mansion in Disneyland.
        In the Nashkel Carnival, in one of the tents, you can find a fat commoner
        who claims that he is "Big Boned".  Taken straight from South Park.
        Just South of Nashkel you will find a Kobold named Larry, and his two
        brothers a Tasloi named Darryl, and an Xvart named Darryl.  This was a joke
        from the Bob Newhart Show.
        Two of Yeslick's more uncommon speeches are fairly amusing.  In one he
        says:  "You owe 16 tons, what do you get?" and in another he whistles the
        same theme that the Dwarves do in Snow White and the 7 Dwarves.
          Mer. Pike sent me this:
            I'd like to pass along a useless bit of information that you may or may
            not know about one of Yeslick's lines you mentioned, "You owe 16 tons,
            what do you get?" This line is part of a song by Tennessee Ernie Ford
            which is called, shockingly enough, Sixteen Tons.  It goes something
            like this:
              I was born one morning when the sun didn't shine
              I picked up me shovel and walked to the mine
              I loaded sixteen tons of #9 coal
              The straw-boss said, "Well, bless my soul"
              You load sixteen tons and what do you get?
              You get one day older and deeper in debt
              Saint Peter don't you call me, 'cause I can't go
              I owe my soul to the company store
              Well, some people say a man is made out of mud
              I say a poor man's made out of muscle and blood
              Muscle and blood, and skin and bone
              A mind that's weak and a back that's strong
              You load sixteen tons and what do you get?
              You get one day older and deeper in debt
              Saint Peter don't you call me, 'cause I can't go
              I owe my soul to the company store
        Minsc says a lot of funny things, but one of them is from MST3K:
        "I'm Huge!" (from Cave Dwellers, MST3K)
        One of Quayle's lines is: "I am so Smart! S-M-R-T, I mean S-M-A-R-T" which
        is taken directly from the Simpsons, where Homer goes back to college.
        One of Xzar's lines is: "I ate his liver with a nice Chianti and some fava
        beans."  Which is a line from Silence of the Lambs, said by Hannibal
        A Shar-Teel line goes like this "I don't have time to bleed."  Which is
        quoted from the Predator as said by Jesse Ventura (yes THAT Jesse
        Here's a couple lines from Tiax which struck me as funny:  "The day comes
        when TIAX will point and click!" and "Tiax is as Tiax does." a parody on
        Forrest Gump's "Stupid is as Stupid does."  Does that make Tiax stupid?
        Among other things...
        If you click on Khalid a few times he'll stutter out "Th-th-that's all
        folks", the classic Porky Pig line from Looney Tunes.
        Some of Garrick's lines are amusing.  Here's Garricks take on Mr. Rogers:
        "It's a beautiful day in the neighborhood." (sung)  And he also does a mean
        Monty Python routine: "Brave brave Sir Garrick, Sir Garrick led the way.
        Brave brave Sir Garrick, Sir Garrick ran away."
        And how about Alora's Ren and Stimpy impersonation: "Happy Happy! Joy Joy!"
        Dennis Matheson has some more:
          Alora - Repeated Selected 2: "C'mon people now, smile
          on your brother. Everybody get together, try to love
          one another right now." - This is the chorus for the
          song "Get Together" by the Youngbloods; a '60s rock
          Also, it appears that Alora's line "I've heard if you
          go too long without smiling, your face will crack!" is
          directed at Dynaheir.  At least, Dynaheir responds to
          it with her line "I pray thee did not kiss thy mother
          with that mouth."
          Coran - Action Acknowledgement 1:  "Luck be a Lady." -
          Title of a song by Frank Sinatra.
          Dynaheir - Repeated Selected 2: "These boots were made
          for walking, and that's just what they'll do." - From
          the song "These Boots are Made for Walking" by Nancy
          (Hmmm... Is there a Sinatra fan at Black Isle?)
          Khalid - Repeated Selected 3: "Ch-ch-ch *hehe*
          ch-ch-chia!" - From the Chia Pet commercials.  (Why?)
          Montaron - Repeated Selected 1: "I warrant your
          attention?  Oh frabgerous day,kaloo kaley!" - From the
          poem Jabberwocky (the "Oh frabgerous day..." part)
          Xzar - Battle Cry: "I have become death!  Destroyer of
          Worlds!" - Robert Oppenheimer allegedly said this
          after the explosion of the first atomic bomb at
          Trinity.  Originally from the Hindu text "Bhagavad
    J.  The Dark Side of the Sword Coast                                 [JMMDSS]
      So, think that you've done everything that you can possibly do in Baldur's
      Gate and its Expansion, Tales of the Sword Coast?  Well how about adding a
      few new challenges via TeamBG's wonderful little mod pack, called the
      "Dark Side of the Sword Coast"!
      You can find the DSotSC here:
        Note:  The Dark Side of the Sword Coast is NOT in any way shape or form
               supported by BioWare, Black Isle, or Interplay, and as such, if you
               encounter problems with the DSotSC, you should NOT email them!  For
               all support of DSotSC, check out the link above.
      Here is a list of changes/additions that come with the DSotSC mod: (this list
      is taken directly from the DSotSC website)
        * This is an expansion aimed at a 9-12th level party.  So I advise that you
          take the party thru all of TotSC First!  But you have to do that after
          you have installed this expansion.  Otherwise the new areas will not be
          available.  Of course you can always import your party in.
        * 4 major quests well at the level of Durlag's Tower or Werewolf Island.
        * More powerful monsters than anything yet experienced.
        * Over 30 new areas.
        * 100 new spells.
        * Over 70 new critters.
        * 80 new weapons, armor and other items.
        * 8 New NPCs to join your group and some surprises!
        * Experience cap raised to 20 million.
        * Level 40 rules pack is included (instead of the level 20 rules that come
          with BG/TotSC).
        * Included is the program "BG/TotSC Backup Tool" to allow the backup and
          restoring of your original BG/TotSC files (like "dialog.tlk", "Override"
          folder and "Characters" folder).  You MUST use this tool prior to
          installing DSotSC!!!
        * All of this is in a FREE download about 14 MB in size!!!
        * We will also put up a seperate download containing a save game similar to
          the one included with TotSC that will allow you to start your game at the
          start of the most intense phase of the add-on (but if you do this, you
          will miss some of the fun).
        Tip:  Most of the cool stuff in DSotSC doesn't appear in the game until
              Chapter 5.  Once you get to Chapter 5, head over to the Friendly Arm
              Inn to find a new NPC... and a new quest...
      Again, the DSotSC is an UNofficial add-on to the game, and is not supported
      by Bioware, Black Isle, or Interplay.
                                   Final Words...                        [FNLWRD]
    ASCII Art created using the ASCII Art Maker by LTS (freeware)
      You can possibly (doubtfully) find it at http://www.download.com/
    This FAQ was writen entirely using the GWD Text Editor:  (shareware)
    This FAQ was then updated using Notepad++:
    Special Thanks: (Credits)
      Thomas de Roode has a trick for getting 500 gold over and over
      Gonzalo Jéldrez for a way to fight Sirines
      Ghostly for an Ulcaster double exp trick
      Dennis Matheson has a nifty strategy for beating Sarevok
      Aaron McConnell found a cache of items in the Werewolf shipwreck
      John Lucas for a interesting way to use the Phoenix Guards to kill soldiers
      GRiM for the Ettercap's cave & treasure
      Tonton Fred for an alternative way to deal with Brage
      The Bruce for a Star Sapphire note
      Dave for telling me that I could kill Zhurlong without losing reputation
        (which caused me to notice that you can kill quite a few NPC's without
        losing reputation, which is very very odd!)
      Orlandu for a great many things
      Ultradraco for some specifics on Noober
      Alex Malano for pointing out that I had left Xan out of Sounds
      Gabriel N. J. Sheets for some info on the Hentold Dagger subquest
      Andy Miller for the missing subquest and Durlyle information
      Stephen Ashton for the solution to Nadine's subquest
      Peter Cheong Choon Wah for a thing on Brielbara and Coran
      Jones for information on some wizards and Shar-Teel
      NCPFLJohn for some information on Farmer Brun's son
      KyleEChu for tips on killing Drizzt and Davaeorn
      Starlight for the thing on Nemphre
      Preston Lloid for his Names and Name creating strategy (Appendix D)
      Mer. Pike for his Yeslick Singing information (see Oddities)
      Andrey Moujikov for some Nadine information
      Jesse LaCroix for the Ramazith information
      Matt Canfield for his Nymph's Hair/Cloak info
      D Sanders for his info on reversing charms
      Kelvin Groves for sending information on Doomsayer and Item Creation
      The Real FXD for some general tips and quests
      edwardalacey for lots of stuff
      Operador de Sala for the Perdue's Short Sword thing
      Patrick for information about NPC Sounds
      Douglas D. for a strategy in Durlag's Tower
      Dark Angel (dkangel@dsuper.net) for his alternate way to complete the
        Lothandar's Geas subquest
      Duncan Clay for some Items, Corrections, and Exp Charts
      Jon WolF for telling me what a "nereid" is
      Terry deBoer for an evil way to solve the Prism subquest
      LrdGrifter for telling me that Tempus is neutral
      Juha Alm for a new way to kill Drizzt, and some other stuff
      ArtAllison for a missing subquest near the end of the game
      Scott Werner for the Helm/Cloak of Balduran thing
      Scott Slonaker for the duplicate Gorpel Hind trick
      MartectX for lots of little fixes
      Rolf Zehb for the Candlekeep NPC trick
      Silviu for a LOT of information
      Robert Coutinho
      Sir Erik Esoteric
      John Van De Graaf
      Josh Clue
      Brad McClintock
      Dr. Gummipress
      Sergio D. Morozov (SergioMorozov@Yandex.Ru)
      CJayC for posting this FAQ
      Anyone who emails me with nice things to say, you are appreciated!
      Bioware for making such a great little game!
    Shameless Self Promotion:
      I am Dan Simpson (dsimpson.faqs@gmail.com) and have also written FAQs for:
        NES:      Disney Adventures in the Magic Kingdom
                  Final Fantasy -- Magic FAQ
                  The Legend of Zelda
        SNES:     Aerobiz
                  Aerobiz Supersonic
                  Utopia: Creation of a Nation
        Genesis:  StarFlight
        PSX:      Thousand Arms -- Walkthrough
                                -- Forging/Dating FAQ
        PS2:      Madden NFL 2001
        XBOX:     Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough
                                                      -- Influence Guide
        PC:       AD&D Rules FAQ, 2nd and 3rd Editions
                  Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                              NPC List
                                                              Creature List
                  Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
                                                     -- Items List
                                                     -- Class FAQ
                                                     -- Creature List
                  Civilization III (incomplete)
                  Colonization -- the Single Colony Strategy Guide
                               -- the Cheat Guide
                  Drakan: Order of the Flame
                  Dungeon Hack
                  Icewind Dale & Heart of Winter -- FAQ/Walkthrough
                                                    Items List
                                                    Kresselack's Tomb Map (JPG)
                                                    Burial Isle Map (JPG)
                                                    Shattered Hand Map (JPG)
                  Icewind Dale II                -- Items List
                  Master of Magic (revision)
                  Pharaoh (currently being edited by Red Phoenix)
                  Planescape: Torment  -- FAQ/Walkthrough
                                          Items Listing
                  Rollercoaster Tycoon
                  Sid Meier's Alpha Centauri
                  The Sims
                  Ultima 4: Quest of the Avatar
                  Ultima 7: The Black Gate
                  Ultima 7 Part 2: Serpent Isle
                  Ultima Underworld -- Keyboard Commands
                  Ultima Underworld II -- Keyboard Commands
                                       -- Spell List
      All of my FAQs can be found at:
    Version History:
    Preliminary Version 0.1 (8-17-99, 32k)
    Preliminary Version 0.2 (8-18-99, 41k)
      Changed the format
      Fixed some errors
      Finished the North of FAI section and the Introduction
      Filled in the Team BG Editors
      Small Changes
    Preliminary Version 0.3 (8-22-99, 53k)
      Added reputation to General Strategies
      Renamed Appendix D to "Non Editor Cheats"
      Finished the Beregost section
      Added all the Beregost Shopping information
      Small Changes
    Preliminary Version 0.4 (8-23-99, 62k)
      Added 2 new sub-sections, High Hedge and Area SW of Beregost
      Added the Final Words... section
      Filled in the missing information on Landrin's Spiders subquests
      Started filling in the Spells section
      Added the High Hedge shopping information
      Small Changes
    Preliminary Version 0.5 (8-28-99, 77k)
      Added the section "Miscellaneous Information" to the Appendix
      Added a new sub-section, Area S-SW of Beregost
      Added a new sub-section, Area S of Beregost
      Added a new sub-section, Area N of Nashkel
      Added a new sub-section, Area W of Nashkel
      Added a new sub-section, Area N of Gnollish Stronghold
      Added a new sub-section, Gnollish Stronghold
      Filled in the section Nashkel
      Fixed a small mistake
      Reordered the Named Monster list
      Added Minsc and Dynaheir to the Companions listing
      Small Changes
    Preliminary Version 0.51 (8-30-99, 79k)
      Added some new Online Resources
      Added a new Non Editor Cheat
      Small Changes
    Preliminary Version 0.6 (8-31-99, 101k)
      Changed the format a little
      Added a new general strategy
      Added a new sub-section, Carnival
      Added a new sub-section, Area SW of Nashkel
      Added a new sub-section, Area S of Nashkel
      Added a new sub-section, Nashkel Mines (Interior)
      Added a new sub-section, Area NE of Nashkel Mines
      Added a new sub-section, Area E of Nashkel Mines
      Filled in the Nashkel Mines (Exterior)
      Added shopping information for the Carnival
      Added Branwen, Kivan and Xan to the Companions listing
      Small Changes
    Preliminary Version 0.61 (9-1-99, 102k)
      Fixed a stupid stupid mistake (stupid!)
      Changed the Non Editor cheat around somewhat
      More Small Format Changes (I'll never be happy with a format, NEVER!)
      Small Teensy Tiny Changes
    Preliminary Version 0.7 (9-3-99, 131k)
      Filled in the sub-section Area E of Nashkel Mines
      Filled in the section, Beregost Revisited
      Added the section, Nashkel Revisited
      Added the section, On the Trail of Bandits (Area N of Beregost)
      Added the section, Bandit Camp
      Added a new sub-section, Temple (Area E of Beregost)
      Added a new sub-section, Ulcaster (Area S of Temple)
      Added a new sub-section, Ulcaster Dungeon
      Added a new sub-section, Area S of Ulcaster
      Added a new sub-section, Area E of Temple
      Added a new sub-section, Larswood
      Added a new sub-section, Peldvale
      Added 2 new gods to the god listing and generally expanded it
      Added a special thanks area to the Final Words... section
      Added the Mega Constitution thing to the Miscellaneous Information section
      Expanded the Fighting General Strategy
      Added the Personal Note below
      Added Shar-Teel to the Companions listing
      Filled in the missing Viconia information
      Added Racial Ability Adjustments to the Miscellaneous Information section
      Added Paladin and Ranger Spell Progression Charts to the Misc. Info section
      Added Weapon Proficiencies to the Miscellaneous Information section
      Added THAC0 Information to the Miscellaneous Information section
      Small Changes
    Preliminary Version 0.71 (9-4-99, 132k)
      Added 2 new online links
      Wrote some new stuff into the Intro
      Yet another small format change!
      Fixed the Noober thing
      Small Changes
    Preliminary Version 0.72 (9-5-99, 138k)
      Updated the Gods listing
      Divided up the Durlag's Tower section to Above Ground and Underground areas
      Changed how Companions are handled in each walkthrough section
      Small Changes
    Preliminary Version 0.725 (9-6-99, 139k)
      Filled in the Bandit Camp section (well... not all the way!)
      Added the section, Cloakwood
      Added the section, NPC Sounds, to the Appendix
      Updated the gods listing again
    Preliminary Version 0.73 (9-19-99, 150k)
      Finished the Bandit Camp section (no, really!)
      Added the section, Guide to Naming Characters to the Appendix
      Filled in the PC sounds in the sounds listing
      Added bunches of NPC sounds too
      Added the section, Ulgoth's Beard
      Small Changes
    Preliminary Version 0.8 (9-24-99, 184k)
      Added a new sub section, Back to Beregost
      Added a new sub section, Area W of High Hedge
      Added a new sub section, Lighthouse
      Added a new sub section, Area S of Lighthouse
      Added a new sub section, Area E of Larswood
      Added a new section, Cloakwood Mines (Exterior)
      Added a new sub section, Cloakwood Mines (Interior)
      Added three new sub sections for the Cloakwood Forests
      Added the section Baldur's Gate Bridge
      Added a new sub section, Farm N of Baldur's Gate Bridge
      Added tons of new NPC sounds
      Added some new Inconsistencies and/or Mistakes
      Small Changes
    Preliminary Version 0.81 (9-25-99, 198k)
      Filled in the Shopping information for Ulgoth's Beard and Durlag's Tower
      Filled in the Ulgoth's Beard section
      Filled in the Durlag's Tower Above Ground Section as well
      Added a sub section for the Ice Dungeon
      Changed how the Tales of the Sword Coast items are numbered
      Added a new mistake in the Strange Things section
      Small Changes
    Preliminary Version 0.82 (9-26-99, 202k)
      Added "Treasures" to each section that have good treasures
      Fixed a bunch of small mistakes
      Small Changes
    Preliminary Version 0.83 (9-29-99, 236k)
      Added the What's New up top
      Filled in the Durlag's Tower Underground sub section
      Added the Ulgoth's Beard Revisited sub section
      Added 7 new Editors to the Utilities and Editors Section in the Appendix.
        (Biffstripper and WAVC to WAV converter, Gatekeeper, and 4 Items Editors)
      Added lots of new NPC sounds
      Small format changes
      Small Changes
    Preliminary Version 0.9 (9-30-99, 280k)
      Added the Baldur's Gate section (which will be completed later)
      Finished the Tales of the Sword Coast Walkthrough (Added the Werewolves'
         Island sections)
      Added the Default PC sounds
      Edited the NPC's section
      Added the big thing to Non Editor Cheats
      Renamed NPC Sounds to Character Sounds
      Small Changes
    Preliminary Version 0.91 (10-4-99, 296k)
      Added more sections dealing with Baldur's Gate (the city)
      Added lots and lots more sounds
      Small Changes
    Preliminary Version 0.92 (10-7-99, 310k)
      Added more sections dealing with Baldur's Gate (the city)
      Filled in some of the BG sections that I had left hanging
      Added lots and lots more sounds
      Fixed several small mistakes
      Small Changes
    Preliminary Version 0.93 (10-9-99, 327k)
      Added yet more Sounds
      Added Tiax to the Companions listing
      Added more Baldur's Gate City sections, and filled in ones I already had
      Small Changes
    Preliminary Version 0.94 (10-10-99, 349k)
      Filled in more information on Baldur's Gate (the city)
      Added new sections for Baldur's Gate
      Added the Candlekeep Revisisted Section
      Added even more Sounds
      Small Changes
    Preliminary Version 0.95 (10-11-99, 372k)
      Added sections for Gullykin and Firewine Bridge Ruins
      Filled in lots more Baldur's Gate info
      Sorted out the Spells listing (Alphabetically!)
      Added Alora and Skie to the Companions listing
      Small Changes
    Preliminary Version 0.96 (10-13-99, 388k)
      Added the Charisma +1 Book
      Added more Item Codes
      Filled in the Candlekeep Revisited Section
      Added the Candlekeep Catacombs Section
      Added more Sounds
      Small Changes
    Finished Version 1.0 (10-14-99, 419k)
      Added the Baldur's Gate Revisited Section
      Added the Ducal Palace Section
      Added the On the Trail of Sarevok section
      Added the Hidden City Section
      Filled in lots of missing information (like the Cloak of Balduran)
      Finished filling in all the Sounds
      Small Changes
    Changes in Version 1.1 (10-18-99, 423k)
      Left Xan out of the Sounds listing, this is now fixed
      Small updates and changes
    Changes in Version 1.2 (10-23-99, 424k)
      Changed one subquest a little
    Changes in Version 1.3 (12-16-99, 428k)
      Added a new subquest (thanks to Andy Miller!)
      Small Changes
    Changes in Version 1.4 (2-13-00, 429k)
      Got the solution to one subquest
      Other Small Changes
    Changes in Version 1.5 (2-21-00, 430k)
      Added to one subquest
      Added some new information from Jones
    Changes in Version 1.51 (3-1-00, 431k)
      Fixed some TINY mistakes
      Other Small Changes
    Changes in Version 1.59 (3-29-00, 433k)
      Added one bit of info about Farmer Brun's Son (Section 2a) from NCPFLJohn
      Copied the Credits into the Notes section
      Redid the format at the top of the FAQ (centered a few things)
      Filled in some missing FAQs in my Shameless Self Promotion
      Other Small Changes
    Changes in Version 1.6 (3-30-00, 437k)
      Added KyleEChu's method for killing Drizzt
      Also added KyleEChu's method for killing Davaeorn
      Other Small Changes
    Changes in Version 1.61 (3-31-00, 438k)
      Added a thing from Starlight about Nemphre
      Added some information from Preston Lloid about names (Appendix D)
    Changes in Version 1.62 (4-8-00, 440k)
      Added a thing on Yeslick's singing from Mer. Pike
    Changes in Version 1.63 (4-14-00, 440k)
      Updated the Nadine's Son subquest yet again, thanks to Andrey Moujikov
    Changes in Version 1.64 (4-17-00, 442k)
      Added a note from Jesse LaCroix about Ramazith's Nymph
    Changes in Version 1.65 (4-23-00, 443k)
      Added a small note from Matt Canfield about Nymph's Hair
      Other Small Changes
    Changes in Version 1.7 (5-2-00, 448k)
      Added a ton of things from Kelvin Groves, such as a neat trick for killing
        the Doomsayer, and some Item Creation tips (see Cheats)
      Other Small Changes
    Changes in Version 2.0 (5-12-00, 484k)
      Fixed a misspelling
      Added lots of information from the Real FXD
      Created section 15i. Sewers Beneath Baldur's Gate
      Added Perdue's Short Sword Subquest thanks to Operador de Sala
      Added some information from Patrick in the NPC Sounds section
      Changed the Notes (see above) a bit
      Other Small Changes
    Changes in Version 2.1 (5-17-00, 488k)
      Added some more stuff from edwardalacey
      And added one thing from Douglas D.
      Other Small Changes
    Changes in Version 2.2 (5-28-00, 498k)
      A gazillion small changes all around the FAQ! (error corrections,
        clarifications, etc.)
      Added a note from edwardalacey about Cursed Potions
      Replaced section ii.) The Sword Coast with section ii.) Creating a Character
      TeamBG's website has changed, so I had to change their links
      Did a new ASCII art, which I think is much more attractive
    Changes in Version 2.3 (6-8-00, 503k)
      Added information from Dark Angel about an alternative way to handle the
        Lothandar's Geas subquest in Baldur's Gate
      Added information on TeamBG's neat "Unofficial Add-on" to Baldur's Gate, the
        Dark Side of the Sword Coast (check out the new section in the Appendix:
        J. The Dark Side of the Sword Coast)
      Some other small changes
    Changes in Version 2.4 (6-14-00, 514k)
      Added lots of new items from Duncan Clay
      Some small corrections
      Added Duncan Clay's Advanced Experience Charts
      Some other small changes
    Changes in Version 2.41 (6-16-00, 515k)
      Added a note on how to get the Vampiric Sword (real name, "The Vampire's
      Small Changes
    Changes in Version 2.42 (6-18-00, 515k)
      One small correction about Shoal the Nereid (from Jon WolF)
    Changes in Version 2.43 (6-19-00, 517k)
      Another bit of information from Jon WolF, this time about Shadow Druids
        (see section 8a)
      And some info from Terry deBoer about Prism's Emeralds, and an evil way to
        get some more money out of them
    Changes in Version 2.44 (6-20-00, 518k)
      Just some new information from Operador de Sala (in Nashkel, and N of
        Gnollish Stronghold)
    Changes in Version 2.5 (6-22-00, 521k)
      Added a new general strategy from Duncan Clay, having to do with Party
      Added a Ring of Fire resistance, also from Duncan Clay
      Some other small changes
    Changes in Version 2.51 (6-26-00, 521k)
      Just one small change
    Changes in Version 2.6  (7-10-00, 524k)
      Added new information from Duncan Clay
      Added some new names
      Some other small stuff here and there
    Changes in Version 2.61  (7-16-00, 526k)
      Added some more new information from Duncan Clay
    Changes in Version 2.62  (8-3-00, 527k)
      Added some information from Juha Alm (a new way to kill Drizzt, etc.)
      Deleted the "Personal Note" that was just above the Stinger
      Version 2.7  September 19, 2000  536k
        Switched over to the new format, which involves a new Version History
        format (as you can see) and a new dateline at the top.  Added lots of new
        information from Scott Werner, ArtAllison, Scott Slonaker and MartectX.
        Finally Baldur's Gate II is almost out, so once I get that, I probably
        won't be updating this for a LONG while!
      Version 2.8  October 27, 2000  537k
        Added a trick from Rolf Zehb whereby you can keep the temporary NPC's from
      Version 2.9  January 21, 2001  539k
        Added lots of information from Silviu.  Other small addendums.
      Version 3.0  July 3, 2001  551k
        Updated the format, and made bunches of corrections.  Also added various
        things from various contributors.
      Version 3.1  January 17, 2005  550k
        Changed my email address, and updated the format.
      Version 3.2  April 16, 2009  582k
        Added a note about Mr. Shade stealing the pantaloons from Sir Erik Esoteric.
        Also added Sir Erik's note on killing Shandalar. Added in a new section on
        Tweaking Baldur's Gate. Added a general strategy on Skeletons and Stinking
        Clouds from John Van De Graaf. Added CTRL-F codes to the table of contents.
        Added some pickpocketing notes from Yamian. Revised the Creating a
        Character section. Corrected an error in general strategies that made it
        look like DEX improves melee to hit; it does not. Added Josh Clue's advice
        to kill Firebead, and his alternate take on the Aldeth quest. Moved the
        walkthrough for Area N of Friendly Arm Inn to after Nashkel Mines, when it
        is a lot easier to complete. Clarified the coordinate system I use in the
        Introduction. A few dozen other small edits and fixes throughout the FAQ.
      Version 3.3  April 22, 2009  586k
        Added a section for "Frequently Asked Questions." Finally! I've been
        playing the game again using my guide as a reference. This gives me a good
        opportunity to revise and edit everything, which is what I've been doing.
        So, there are a lot of little edits here and there. Added a new note on
        stealing stuff from Dr. Gummipress.
      Version 3.31  May 2, 2009  586k
        Corrected a small mistake.
      Version 3.4  February 27, 2010  592k
        Rewrote the Tweaking Section and renamed it to "The Modern Baldur's Gate
        Install." Added a new FAQ about getting the cheats to work. Added another
        killing of Firebead from Josh Clue. Added some information from Sergio D.
        Morozov about Officer Vai, Gullykin and the Firewine Ruins.
      Safana: "My feet are very sore, perhaps you could massage them?"
      Minsc:  "I take no offense from your comments. You just don't understand the
               bond I have with Boo."
    This Document is Copyright 1999-2010 by Dan Simpson
    Baldur's Gate and Tales of the Sword Coast are Copyright 1998-99 by Bioware
    I am not affiliated with Bioware, Black Isle, Interplay or anyone who had
    anything to do with the creation of this game.  This FAQ may be posted on
    any site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you
    are posting it.  You may not charge for, or in any way profit from this FAQ.

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